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  • ...in object scripts, such as "OnHit", "OnDeath", and so on, as well as other events involving loading, saving, and exiting the game. An event handler allows response to game events, without having to attach scripts directly to objects. Instead, the scripte
    3 KB (443 words) - 15:43, 11 February 2017
  • ;Almost detected a detection event (-20 to 0): Same as above. New detection events will recenter the search as they occur (incorporating already-searched area ...ecenter the search IF the new event is detected > 0 (new "almost detected" events will be ignored).
    3 KB (494 words) - 12:01, 24 November 2008
  • ...ored. Two optional arguments can be supplied as key::value pairs to filter events according to the target and/or object.
    2 KB (189 words) - 18:57, 8 January 2017
  • ...edged quests can get very complex, most boil down to a sort of flowchart. Events within the quest structure are referred to as stages. ...ry:Blocktypes|Blocktypes]] give scripters a number of ways to capture game events. In this case, we're going to capture when the player steps into a trigger
    14 KB (2,385 words) - 05:45, 6 August 2009
  • When designing levels, it's important to break up the flow of gameplay with events other than combat with NPCs and creatures. These alternative gameplay devi
    14 KB (2,230 words) - 01:48, 11 January 2009
  • ...den to Player, and used only to run scripts to check something or set some events. They are also used for dialogues between Player and NPC, as well as betwee
    43 KB (7,537 words) - 10:34, 12 November 2012