Search results

Jump to navigation Jump to search
  • * '''item''': the item to spawn. This must be a valid [[UFO-Scripts/weapon_*.ufo|objdef]] found in the [[UF
    258 bytes (37 words) - 08:44, 29 September 2011
  • ...t sure if it spawns them all immediately or spaces them out throughout the spawn cycle period). However, we don't at present have any way of using this events system to spawn specific missions, such as a save-the-UN mission or something like that.
    10 KB (1,333 words) - 12:12, 4 December 2012
  • : Do not use random spawn positions for actors to spawn them. If this flag is specified, actors of all teams are spawned in the ord
    3 KB (467 words) - 10:57, 25 March 2013
  • # They can spawn alien missions from earth (no UFO is involved in the mission).
    1 KB (214 words) - 11:37, 13 August 2013
  • * This defines a special mission target. The entity can spawn e.g. a particle (like smoke) to mark a landing zone that must be occupied t
    2 KB (256 words) - 09:30, 9 February 2017
  • .../game/g_client.c|g_client.c}}:G_ClientTeamInfo - should search for correct spawn points now. * {{done}} Add the "spawn points" in the map-files.
    7 KB (1,175 words) - 22:27, 15 September 2010
  • ...is necessary, because it's the only defense against maps with inescapable spawn positions. But it is still too over-powered. A useful drawback would be to
    2 KB (269 words) - 16:29, 21 March 2013
  • ...the human population and governments, and so forth. These activities will spawn missions depending on what is happening. A landed harvester will generate a Interest will spawn events. Note I don't say missions. A mission that the player can affect sho
    14 KB (2,375 words) - 11:33, 13 August 2013
  • : Phalanx, civilian, alien or multiplayer spawn.
    3 KB (396 words) - 13:50, 21 March 2010
  • * Spawn points should always be aligned to 32 unit grid in x/y directions.
    3 KB (452 words) - 21:09, 17 October 2009
  • * '''ufos''' [[V_INT]]: The amount of ufos to spawn in this set
    4 KB (463 words) - 15:40, 6 December 2012
  • :The maximum number of aliens to spawn on the map. Note this is not necessarily the number of available spawnpoint
    3 KB (504 words) - 22:52, 2 March 2014
  • ...aign balance. Skirmish now has an "Alien Rush" mode the user can select to spawn infinite enemies, and the campaign is the core of the game anyway. But Skir
    5 KB (779 words) - 10:51, 15 March 2015
  • ...me effects are a combination of several particles – in fact a particle can spawn more particles. ...and the argument onto the stack. Cannot produce [[V_INT]] values to, e.g., spawn a random number of particles
    19 KB (3,023 words) - 16:50, 16 June 2012
  • * {{open}} code to spawn a light on the map, which will be used for example with flares ** That code is already there - spawn a server side edict that will spawn a particle for each client where at least one actor can see this edict. you
    15 KB (2,287 words) - 21:12, 5 May 2017
  • * notes: Will spawn a fire particle when shot with some flames inducing weapon, fo example, fla
    8 KB (1,152 words) - 12:10, 16 December 2012
  • ...special cases: they allow you to add lights and locations where enemy will spawn.
    10 KB (1,748 words) - 09:53, 12 February 2012
  • ** Fixed the spawning of somke/gas/fire fields on slopes, and don't spawn them off-map. ** Don't crash the server if the actor didn't spawn (see fr {{fr|4108}})
    23 KB (3,497 words) - 21:40, 25 December 2015
  • ** Fixed {{bug|4937}} (Smoke will spawn off-map) ** Remove alien spawn points in alien base entrance tile
    34 KB (5,004 words) - 20:29, 24 January 2014
  • ** Stopped endless alien spawn from persisting to other game modes after a skirmish game.
    18 KB (2,721 words) - 09:57, 20 December 2014

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)