Results (151 - 160 of 166)
- Session_GUI: == [u]'''0 A.D. GRAPHICAL USER INTERFACE: GAME SESSION'''![/u] == The ...
- ... If the unit has gained a combat bonus from elevation, the appropriate icon appears here. Such effects are typically non-cumulative. These icons are usually scaled-down versions of the same icons used to represent a unit's aura effect on the Command Card. '''3.3.4.2. Group Panel''' ...
- By Feb 23, 2008, 4:18:59 AM —
- RMS:Triggers: == trigger(func) == This is the constructor. It defines the ...
- ... trigChangeDiplomacy(); trigChangeElevation(); trigChangeOwnership(); trigChangeTerrain(); trigChangeView(); trigCheats(); trigChat(); trigCinematicMode(); trigChatClear(); trigUIClear(); trigCounterValueAdd(); trigCounterStop(); trigCounter ...
- By Feb 23, 2008, 4:18:59 AM —
- Exposed_LightEnv_Functions: The !LightEnv class describes an in-game lighting environment, that ...
- ... g. the height of the sun with a command like ''lightenv.elevation = 0.4'' = !LightEnv Methods = == !LightEnv (Constructor) == * '''Overview:''' * Instantiates a !LightEnv object with default settings. * '''Syntax:''' * new !LightEnv(); * '''Returns:''' A new !LightEnv object with defaul ...
- By Feb 23, 2008, 4:18:58 AM —
- XML.Entity.Traits.Garrison: If an entity has this trait, specified units are able to garrison (be ...
- ... certain bonuses when propped (such as improved armour or an elevation bonus). This is dependent upon the building's/ship's attributes. * Propped units still retain their passive abilities; they are effectively just displaced in 3D space and taken out of player control. Their LOS will push back Fog ...
- By Feb 23, 2008, 4:18:58 AM —
- RMS:Surfaces: == surface(area) == This is the constructor. It recieves the area the ...
- ... == setElevation(min, max) == This method defines the variable height of the area. == setDepth(min, max) == This method defines the variable depth of the water area. == modifyElevation(int, blendRadius) == This method raises/lowers the elevation o ...
- By Feb 23, 2008, 4:18:58 AM —
- Atlas_Scenario_Editor_DD: '''Version History:''' (Updates from the previous version are in <font ...
- ... 1 Edit Elevation * - 6.4 Brushes * - 6.5 Terrain panel * - 7 Object Editor * - 7.4 Place Object List * - 9.1 Lighting '''Level 2 Priority - Advanced features relating to editing and placing objects on a map''' * - 7.5.2 Object m ...
- By Feb 23, 2008, 4:18:58 AM —
- GUI_-_Design: = GUI Overview = The graphical user interface plays an important role ...
- ... .. * Climate ... * Biome ... * Elevation ... * Rivers ... * Provinces ... ENVIRONMENT * Min. Per Season ... * Start Season ... * Starting Time ... * Min. Per Day * Enable Weather * Enable Wind LOADING SCREEN * Map/session settings summary * Civ info ...
- By Feb 23, 2008, 4:18:58 AM —
- [4529]: # Added elevation bonus to all attacks. (Before it was melee only). ...
- # Added elevation bonus to all attacks. (Before it was melee only). Fixes #42.
- By Oct 9, 2006, 1:41:17 AM —
- [4340]: Made CTerrain::getSlopeAngleFace even more "continous" at places where ...
- ... es where the slope changes rapidly (before, it only checked elevation forward and right, now it also looks left and up).
- By Sep 16, 2006, 10:16:42 PM —
- [3950]: #Configurable game speed, techs, elevation attack bonus -techs are ...
- #Configurable game speed, techs, elevation attack bonus -techs are not operational yet -set the game speed with setSimRate() in the console or in the config file under hotkey.speed.increase or hotkey.speed.decrease -made a few other small fixes
- By Jun 6, 2006, 8:31:17 AM —
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