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  • .unit Includes another scene from the same unit in to the current scene.
    1 KB (145 words) - 00:43, 18 April 2017

Page text matches

  • [[Category:Unit editor layer]]
    151 bytes (24 words) - 18:50, 17 April 2017
  • [[Category:Unit editor layer]]
    150 bytes (24 words) - 18:50, 17 April 2017
  • [[Category:Unit editor layer]]
    149 bytes (24 words) - 18:50, 17 April 2017
  • .unit Includes another scene from the same unit in to the current scene.
    1 KB (145 words) - 00:43, 18 April 2017
  • |unit The '''unit''' parameter simply contains the unit id for the unit that is currently playing the effect, this is fairly unique but can be reus
    3 KB (525 words) - 00:45, 18 April 2017
  • Behaviors are classes that control a [[Unit]]. For example, health items have the Pickup behavior. This pickup behavior MyBehavior(UnitPtr unit, SValue& params)
    2 KB (292 words) - 12:34, 31 July 2017
  • ...classes used in units of which you don't have an easy way of rewriting the unit file. For example, this method can be used to modify or add functionality t MyPlayer(UnitPtr unit, SValue& params)
    1 KB (187 words) - 16:55, 3 July 2017
  • ** <code>behavior</code> <code>from="X" to="X"</code> Overwrites a unit's behavior class.
    6 KB (884 words) - 11:51, 27 July 2017
  • Behaviors are the brains of units. Each unit can have a behavior, which allows them to have logic such as movement or in
    2 KB (337 words) - 13:22, 27 June 2017
  • When executed, the [[SurvivalEnemySpawn WorldScript]] will spawn the selected unit at the position of a random SurvivalEnemySpawnPoint with the same filter. *''UnitType'': Unit to spawn.
    2 KB (356 words) - 11:08, 26 July 2017
  • | Goto unit ID | Layer unit selection up
    3 KB (424 words) - 11:21, 10 July 2017
  • * Unit feed <code>UseAreas</code>, accepts colliders * Unit feed <code>DoorUnits</code>
    675 bytes (83 words) - 16:03, 26 July 2017
  • ...this script. <code>LastSpawned</code> is set to a single unit of the last unit that this script spawned, while <code>AllSpawned</code> contains all units * Resource <code>UnitType</code>, unit producer
    561 bytes (77 words) - 15:58, 26 July 2017
  • * Unit feed <code>OnFinished</code>, validates * Unit feed <code>SubWave0</code>, validates
    1 KB (133 words) - 16:03, 26 July 2017
  • * Unit feed <code>Areas</code>, accepts colliders
    905 bytes (109 words) - 11:38, 26 July 2017
  • * Unit feed <code>FinishTrigger</code>, validates
    826 bytes (99 words) - 16:00, 26 July 2017
  • * Unit feed <code>Areas</code>, accepts colliders == Unit sources ==
    730 bytes (85 words) - 16:03, 26 July 2017
  • * Unit feed <code>FinishTrigger</code>, validates * Unit feed <code>PlayerTarget</code>
    676 bytes (86 words) - 16:03, 26 July 2017
  • * Unit feed <code>PlayerTarget</code>
    637 bytes (71 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, validates
    601 bytes (75 words) - 16:03, 26 July 2017
  • Adds a waypoint in the level on the position of this script, or attached to a unit when given one in <code>AttachTo</code>. Can be removed with <code>[[Waypoi * Unit feed <code>AttachTo</code>
    762 bytes (97 words) - 16:03, 26 July 2017
  • ...from the sky using a scene from the unit. When it falls on the floor, the unit is spawned and <code>DropTrigger</code> is executed. This script can be exe * Resource <code>UnitType</code>, unit producer
    681 bytes (85 words) - 16:00, 26 July 2017
  • * Unit feed <code>OnTrue</code>, validates * Unit feed <code>OnFalse</code>, validates
    650 bytes (81 words) - 16:03, 26 July 2017
  • * Unit feed <code>Variable</code>, maximum 1 unit, validates * Unit feed <code>OnTrue</code>, validates
    693 bytes (86 words) - 16:03, 26 July 2017
  • Triggered when a unit enters any of the targeted areas. These units are then teleported to the po * Unit feed <code>Areas</code>, accepts colliders
    634 bytes (77 words) - 16:00, 26 July 2017
  • Spawns a unit on the position of this script, with the given effect. This script can be e * Resource <code>UnitType</code>, unit producer
    571 bytes (68 words) - 16:00, 26 July 2017
  • * Unit feed <code>Actors</code>, maximum 1 unit, validates * Unit feed <code>OnTrue</code>, validates
    579 bytes (73 words) - 16:03, 26 July 2017
  • Attaches a scene from a unit type to the targeted unit. This script can be executed by other scripts. * Resource <code>UnitType</code>, unit producer
    526 bytes (67 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, validates, responds to changes == Unit sources ==
    572 bytes (69 words) - 12:28, 26 July 2017
  • * Unit feed <code>OnClosed</code>, validates
    577 bytes (72 words) - 15:59, 26 July 2017
  • * Unit feed <code>OnTrue</code>, validates * Unit feed <code>OnFalse</code>, validates
    600 bytes (79 words) - 16:00, 26 July 2017
  • * Unit feed <code>DoorAreas</code>, accepts colliders * Unit feed <code>DoorUnits</code>
    487 bytes (59 words) - 16:00, 26 July 2017
  • * Resource <code>UnitType</code>, unit producer == Unit sources ==
    501 bytes (58 words) - 16:03, 26 July 2017
  • ...the targeted units. Sets the <code>Instigator</code> source to the damager unit, if it exists. This script can be executed by other scripts. * Unit feed <code>Units</code>, validates, responds to changes
    590 bytes (75 words) - 11:11, 26 July 2017
  • Checks if the targeted units are of the given unit type and executes <code>OnEqual</code> or <code>OnUnequal</code> conditiona * Unit feed <code>Units</code>
    535 bytes (71 words) - 16:03, 26 July 2017
  • Checks if the given unit's actor team matches the given team name and executes <code>OnEqual</code> * Unit feed <code>Units</code>
    527 bytes (70 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code> * Unit feed <code>OnEqual</code>, validates
    509 bytes (68 words) - 16:03, 26 July 2017
  • * Unit feed <code>OnClosed</code>, validates
    451 bytes (57 words) - 16:03, 26 July 2017
  • * Unit feed <code>Areas</code>, accepts colliders * Unit feed <code>OnAllEntered</code>, validates
    565 bytes (70 words) - 11:14, 26 July 2017
  • Spawns a unit on the position of another unit. This script can be executed by other scripts. * Resource <code>UnitType</code>, unit producer
    395 bytes (49 words) - 16:03, 26 July 2017
  • * Unit feed <code>Actors</code>, validates
    400 bytes (51 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, validates, responds to changes == Unit sources ==
    444 bytes (53 words) - 12:26, 26 July 2017
  • Spawns a pickup unit if it has not been picked up yet. This script can be executed by other scri * Resource <code>UnitType</code>, unit producer
    395 bytes (49 words) - 16:01, 26 July 2017
  • * Unit feed <code>Variables</code>, validates
    410 bytes (50 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, validates, responds to changes
    405 bytes (49 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, accepts colliders, validates
    377 bytes (44 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, accepts lights, validates
    359 bytes (44 words) - 16:03, 26 July 2017
  • * Unit feed <code>Scripts</code>, validates
    364 bytes (42 words) - 12:21, 26 July 2017
  • * Unit feed <code>Units</code>, validates
    364 bytes (43 words) - 16:03, 26 July 2017
  • * Unit feed <code>Units</code>, validates
    368 bytes (44 words) - 16:03, 26 July 2017

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