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  • ...u get it from Steam or Humble Bundle. If you get it from Humble Bundle you also get the games Receiver and Low Light Combat, two game jam games created by ...purchased the game, as well as ask questions to the Wolfire team. Wolfire also has a public [https://discordapp.com/invite/wCntgVQ Discord server]. Join t
    2 KB (374 words) - 14:59, 10 January 2018
  • :''This Page doesn't cover creating self-made hotspots. To read about that, see [[Hotspot Scripting]].'' | float || How far down into the water you can see
    14 KB (2,189 words) - 23:21, 26 October 2019
  • Once you have created this file for your character it's a good idea to see if everything is working so far by loading the ''object XML'' in the editor ...r into the game, so try loading this ''script XML'' file in the editor and see if it works!
    15 KB (2,355 words) - 09:24, 6 September 2018
  • ...r a list and description of every hotspot currently shipped with the game, see [[Hotspots]].'' [[Category: Modding]]
    22 KB (3,350 words) - 21:40, 7 March 2018
  • ...are a total of four pieces that make up the rain weather effects that you see on a level like Tree Climb or Cave Arena. [[Category: Overgrowth]]
    4 KB (713 words) - 23:22, 26 October 2019
  • ...le the debug window <code>'''Windows → Debug Window'''</code> so you can see which is the current checkpoint, shown as <code>'''progress: #'''</code>. ...should go in the first spot, checkpoint 1 in the second spot, etc. You can see that you've written the correct ID if a transparent character model appears
    16 KB (2,758 words) - 22:40, 30 March 2018
  • [[Category: Modding]] [[Category:Overgrowth]]
    14 KB (2,150 words) - 07:31, 7 April 2018
  • [[Category: Modding]] [[Category: Overgrowth]]
    8 KB (1,344 words) - 03:48, 7 April 2020
  • ...pot object script parameters only. For hotspot specific script parameters, see [[Hotspots]]. '' | How far the AI can see, in meters.
    6 KB (906 words) - 09:36, 7 May 2018
  • [[Category: Modding]] [[Category:Overgrowth]]
    12 KB (1,642 words) - 12:32, 11 November 2017
  • [[Category: Modding]] [[Category:Overgrowth]]
    35 KB (4,326 words) - 13:30, 6 December 2017
  • [[Category: Modding]] [[Category:Overgrowth]]
    62 KB (8,914 words) - 01:04, 11 December 2017
  • [[Category: Modding]] [[Category:Overgrowth]]
    3 KB (507 words) - 04:30, 19 November 2017
  • [[Category: Modding]] [[Category:Overgrowth]]
    5 KB (859 words) - 04:40, 19 November 2017
  • [[Category:Modding]] [[Category:Overgrowth]]
    2 KB (392 words) - 14:47, 6 February 2018
  • There are a number of useful visualizations you can use to see what's going on with the nav mesh and jump nodes. These are all available i ...ep, a smaller number results in a more detailed and accurate nav mesh, but also increases generation time
    8 KB (1,459 words) - 09:42, 7 May 2018
  • ...passive, and the character is now being set to to passive, then they will also now be set to patrol ...Function|<code>'''int IsUnaware();'''</code>]] returns 1. Other checks are also made, but this always returns 1 if on patrol
    20 KB (2,891 words) - 17:40, 8 March 2018
  • If you don't want to see the big green dialogue bubble while playing the game, uncheck Visible in ga ...ere's a camera object that you can move around in the scene. You might not see that camera at first, since it spawns on top of the dialogue hotspot, and m
    6 KB (1,097 words) - 08:30, 3 April 2018
  • ...flection capture. This can be used to achieve some desired effect, but can also make it harder to get what you want sometimes. Try playing around with chan ...w Decals]] to shape the light (you have to enable this in the level first. See [[Lighting#Dynamic_lights_and_shadows|this section below]])
    7 KB (1,186 words) - 21:24, 12 July 2022
  • ...the game, so keep checking back on this <code>aschar_docs.h</code> file to see the most up to date information. There are also wiki pages which have more detailed documentation many of these functions.
    29 KB (4,132 words) - 17:45, 8 March 2018

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