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  • * Assign the {{path|tex_common/trigger}} texture
    507 bytes (72 words) - 19:40, 7 February 2008
  • : Example (day): {{path|0.15 0.15 0.15}} : Example (day): {{path|85}}
    3 KB (467 words) - 10:57, 25 March 2013
  • ;dir:Directory path on the tree
    687 bytes (103 words) - 16:59, 18 March 2012
  • ...s}} directory (if you are using a working copy of the repository) or the {{path|base/0models}} pk3-file (if you are using an installer).
    2 KB (287 words) - 21:39, 16 March 2012
  • == PATH == ...d things -- which is admittedly not greatly well -- there is no mention of PATH. If this is to be an explanation for those who are having trouble installin
    3 KB (493 words) - 19:53, 1 December 2013
  • ...ls}}. Copy the {{path|*.ms}} files to your 3DSMax installation folder to {{path|plugins}} dir. ...and '''body01.tag'''. We have a perl script in {{path|src/tools}} named {{path|md2_tag.pl}} - you can use it to compare your tag file with already existin
    4 KB (672 words) - 10:03, 23 November 2012
  • * The [[Code::Blocks]]-installation includes {{path|gdb}}. ...cks]] installation folder to your environment path variable (most likely {{path|C:\Code::Blocks\bin}})
    7 KB (1,082 words) - 21:34, 28 November 2010
  • The console output is logged to a file called {{path|ufoconsole.log}} - the location where this file is saved differs for every
    678 bytes (110 words) - 19:09, 11 April 2010
  • Create a file with the following content named e.g. {{path|this.file}}:
    759 bytes (116 words) - 08:37, 30 August 2010
  • The NSIS Script is found in the directory: {{path|contrib/windows/installer.nsi}}.
    849 bytes (126 words) - 22:11, 15 September 2010
  • The AI scripts are stored in {{path|base/ai}}.
    877 bytes (108 words) - 22:35, 15 September 2010
  • ...nts for all other listed animation names - they must be available in the {{path|anm}} file. You can also have a look at our {{path|*.anm}} files for the characters.
    4 KB (652 words) - 19:49, 4 October 2012
  • ...confirmation in the options and experimenting with how far you can set the path. This limitation is referred to in this article as the "short-range pathing ...as already been implemented. This system allows civilians to follow a long path to a destination by short-range pathing towards the next highest priority w
    11 KB (1,634 words) - 11:40, 13 August 2013
  • | You might come into trouble when you try to start {{path|ufo.exe}}. The binary won't be able to load some DLLs that are needed. ...in the root directory of your UFO:AI checkout - they are located in the {{path|contrib/dlls}} dir.
    4 KB (637 words) - 22:03, 26 September 2010
  • :Activates or deactivates the console log (written to {{path|base/ufoconsole.log}}).<br>The value 1 will start a new log every time to g :Will change/set the language (see {{path|base/i18n}} for valid languages; see also [[Manual/Language]]).
    2 KB (342 words) - 20:43, 9 September 2012
  • A heavy weapon based on firing twin ionizing lasers to create a path for a high voltage electric arc (lightning bolt), due to high amperage this
    759 bytes (115 words) - 05:00, 22 March 2011
  • : The picture for this facility, as seen on the base screen, relative to {{path|base/pics}} : The name of the map tile for this facility (in {{path|base/maps/b}})
    3 KB (415 words) - 21:21, 27 August 2009
  • : {{command|condump error}} will dump the console to {{path|error.txt}}
    988 bytes (146 words) - 14:51, 23 September 2008
  • ...e a look in the UFO:AI installation {{path|base/}} directory. There is a {{path|mapcycle.txt}} with comments inside. ...next time you run it. See the [[#General|General]] item below to find the path.
    10 KB (1,616 words) - 03:26, 7 June 2013

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