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- 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 w11 KB (1,634 words) - 11:40, 13 August 2013
- :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 this759 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
- * New maps {{path|pipes_const01}}, {{path|terrain02}}, {{path|convoy01}}4 KB (508 words) - 14:03, 15 April 2012
- ...s]] and a lot more. You might first have to extract the [[pk3]] files in {{path|base}}3 KB (429 words) - 15:09, 27 January 2016
- * tex is the path to the image file for the texture :*model (path to a model file)3 KB (396 words) - 13:50, 21 March 2010
- * '''noise''': sound file name relative to {{path|sound/}}1,014 bytes (155 words) - 14:47, 25 May 2012
- ...ies and so on. These script files can be found in your game directory in {{path|base/ufos}}. Every '''*.ufo''' will be parsed on UFO:AI start up.904 bytes (121 words) - 13:37, 2 September 2015
- ...file, we can move it on the game {{path|base}} directory, or on the home {{path|base}} directory. It add a new "Elite" skin, for the multiplayer mode only.3 KB (563 words) - 07:38, 14 December 2012
- ...e with a so called origin brush. Place this brush as axis and assign the {{path|tex_common/origin}} texture.1 KB (172 words) - 10:04, 29 December 2011
- ...ck the file and select 'Open with' and choose the python binary (e.g. in {{path|c:\python23}}). .../code> and <code>gspawn-win32-helper-console.exe</code> available on youre path, else you'll get an error on the UFORadiant console telling you the command5 KB (918 words) - 14:34, 27 August 2017
- To upload new files within the {{path|trunk}} directory you should just mark the file and click it with your righ1 KB (200 words) - 10:22, 13 May 2008
- *VALUE := *node:PATH| *cvar:NAME | BOOLEAN | NUMBER | STRING We can use injection in string, number, cvar name, or node path.16 KB (2,712 words) - 16:35, 21 May 2012
- ...dy seems to be basic support for menu-depending scaling in the code. See {{path|models.ufo}}: and this in {{path|cl_menu.c}} and {{path|cl_menu.h}}4 KB (664 words) - 18:15, 7 August 2007