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  • Here's a short and dirty list of what's possible at the moment. ...m GUI - Possible, not documented. Done through a custom GUI system exposed to angel script.
    3 KB (512 words) - 08:09, 25 April 2017
  • ...nimation-editor aren't using them] any more they are very low in the to-do list.
    460 bytes (56 words) - 03:40, 24 February 2012
  • ...create new levels or even whole campaigns. This is the same editor we used to make the Overgrowth and Lugaru stories. You can use the level editor to edit any existing level in the game.
    24 KB (4,005 words) - 03:33, 18 May 2023
  • Welcome to the Overgrowth FAQ! Please feel free to contribute to this FAQ as well as the wiki as a whole! === Do devs read the forums? ===
    10 KB (1,754 words) - 13:01, 7 May 2018
  • Overgrowth has a powerful and simple system to allow the creation of mods by both "overshadowing" existing files, and by c ...has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM
    12 KB (1,965 words) - 07:19, 7 April 2018
  • ...gelscript/sdk/docs/manual/index.html AngelScript Manual] is the best place to start learning. ...ically generates a header file showing all the parameters that are exposed to the scripting layer, including comments and parameter names. This file is n
    5 KB (676 words) - 11:29, 7 September 2015
  • This is a list of video cards tested with the Overgrowth Alpha/Beta, pulled right from [ht ...es did arise plus it freezes before the map loads for around half a minute to around 2 minutes.
    27 KB (3,755 words) - 19:28, 20 September 2017
  • If you need to edit the config without starting the game, you can change your configuratio To view or edit your config file, find your operating system in the list below and follow the shown path.
    19 KB (3,033 words) - 23:48, 9 July 2023
  • ...therwise the game won't run. Those dependencies can vary from distribution to distribution. ''We currently don't ship an installer anymore, but we intend to do this in the future.''
    5 KB (767 words) - 05:21, 28 October 2017
  • :''This Page doesn't cover creating self-made hotspots. To read about that, see [[Hotspot Scripting]].'' ...ts that make things happen in the game in different ways. They can be used to make fire, water, kill boxes, objectives and much more.
    14 KB (2,189 words) - 23:21, 26 October 2019
  • ...ich can be found in ''../Overgrowth/Data/Levels/nothing.xml''. If you want to you can copy everything in the box below into a text file, save it with the ...replaced with something else during development. For instance, levels used to store their names in their xml file, but now that's stored in the mod file
    12 KB (1,771 words) - 13:26, 11 January 2018
  • :''This page covers the creation of selfmade hotspots. For a list and description of every hotspot currently shipped with the game, see [[Hot ...inside their levels, and they can mix and match which hotspots they choose to place.
    22 KB (3,350 words) - 21:40, 7 March 2018
  • Checkpoints allow you to set up goals that the player can achieve to advance progress in a level. ...you can move the player spawn point upon death and allow defeated enemies to remain dead.
    16 KB (2,758 words) - 22:40, 30 March 2018
  • Level scripts allow you to set up level-wide code that will get run, regardless of what characters, it Generally you should prefer to put your script logic in hotspots or character controller scripts.
    14 KB (2,150 words) - 07:31, 7 April 2018
  • '''TODO''': Add embedded screenshots and/or gifs/webms for all these effects to show what they look like. ...may have to hold the <kbd>FN</kbd> and/or <kbd>SHIFT</kbd> key to get this to work)
    8 KB (1,344 words) - 03:48, 7 April 2020
  • ...rameters can be set per object (and Level) and are used to pass parameters to an underlying script. ...parameters might not exist by default. If that's the case you simply need to press the "New parameter" button and type in the exact same name (including
    6 KB (906 words) - 09:36, 7 May 2018
  • This is a list of the external code that is only available to be used inside a character script - variables, functions, and classes that To see a list of external code that is available to all scripts, please see this page - [[Common Script External Code]]
    12 KB (1,642 words) - 12:32, 11 November 2017
  • This is a list of the external code that is only available to be used inside a [[LevelScripts|Level Script]] or [[Hotspots|Hotspot]] - va '''Some code is not available to be used in a hotspot script, and will be marked below.'''
    35 KB (4,326 words) - 13:30, 6 December 2017
  • This is a list of the external code that is available inside all scripts - variables, func To see a list of external code that is available only in specific scripts, please see the
    62 KB (8,914 words) - 01:04, 11 December 2017
  • ...ou can set the active camera properties to match. It also lets you respond to special editor-only events like selections, translations, etc, and appropri ...ter scripts), and may not need to change the editor camera script in order to get the functionality you're looking for!
    5 KB (859 words) - 04:40, 19 November 2017

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