Search results

Jump to navigation Jump to search

Page title matches

  • ...n={{:BSL:Grouping}}|up_to={{Get Item Count|BSL:Grouping}}|call=Confirm BSL Group|pass_thru_name1=name|pass_thru_arg1={{{1}}}}}</includeonly><noinclude> ...:Foreach|Foreach]] and [[Template:Confirm BSL Group|Confirm BSL Group]] to find the name of the function/variable that has been passed in as an unnamed par
    474 bytes (70 words) - 05:09, 13 December 2015

Page text matches

  • ...n={{:BSL:Grouping}}|up_to={{Get Item Count|BSL:Grouping}}|call=Confirm BSL Group|pass_thru_name1=name|pass_thru_arg1={{{1}}}}}</includeonly><noinclude> ...:Foreach|Foreach]] and [[Template:Confirm BSL Group|Confirm BSL Group]] to find the name of the function/variable that has been passed in as an unnamed par
    474 bytes (70 words) - 05:09, 13 December 2015
  • -->go to the [[BSL:{{Find BSL Group|{{{name}}}}}]] page.<br />
    591 bytes (73 words) - 03:09, 22 February 2018
  • |group={{{group}}} -->go to the [[BSL:{{Find BSL Group|{{{name}}}}}]] page.<br /><!--
    4 KB (490 words) - 05:40, 22 February 2018
  • |Group 1</includeonly> |Group 2</includeonly>
    2 KB (239 words) - 14:44, 5 April 2021
  • ...all built-in functions and variables]]. The "meat" of the documentation of BSL's built-in functions/variables (we'll collectively call these "commands") a ...able. The table format is seen both at the top of grouped pages and on the BSL List page.
    10 KB (1,819 words) - 15:35, 28 February 2021
  • {| {{BSL Group Table Header}}<onlyinclude>{{BSL Group Table|{{PAGENAME}}}}</onlyinclude> ...e the fight began. Although it takes a character as an argument, you won't find any use for this function because it is hardcoded for such specific circums
    3 KB (520 words) - 17:12, 26 March 2021
  • ...carried into [[OniX]].) To illustrate what sort of level data files you'll find in the GameDataFolder: *[[Special:Diff/21491/21492|Differences in tctf2.bsl]] (prevents Shinatama from assuming combat stance when lasers are triggered
    8 KB (1,256 words) - 23:19, 30 March 2023
  • Now with the source code, it would be easier to find where the vertex shading is stored. This is also interesting for reimports. :* weapons fade over time (can be worked around by setting BSL variable ''wp_disable_fade=1'')
    9 KB (1,404 words) - 10:59, 2 November 2023
  • :It could be easy as it involves only usage of BSL. However, I don't know if several things (mainly "''chr_holdkey''" command, ...ly because it used a hypo and healing is in the process". At least not the BSL way.
    9 KB (1,650 words) - 02:15, 4 May 2022
  • Below you will find download links, unlocking instructions, and finally an overview of the Deve ...using an old PowerPC Mac, note that a Dev Mode-enabled version of The Omni Group's "Mac OS X port" is [[OMNI|HERE]]).
    22 KB (3,498 words) - 15:44, 6 December 2023
  • ...ringly obvious, then you should be experienced enough to get by with the [[BSL:Introduction|Introduction]] page, a sort of quick reference. This Manual pa ...e it is found in (Oni's scripts always place it in a file ending in "_main.bsl"). The code then flows through whichever functions are called by "main". Yo
    37 KB (6,040 words) - 03:58, 14 December 2023
  • ===BSL talk=== ...essfully used a past version (also labeled 3.0, strangely, but with fewer .bsl files), and I thought that I could put the OniMenu scripts in the global fo
    39 KB (6,966 words) - 14:10, 5 March 2023
  • ...peg library, go to Preferences > Libraries, click the "Locate…" button and find the installed library file. Open your sound file then go to File > Export� Note: You may find that '''ima4''' AIFF files exported by OniSplit do not play in Audacity, wh
    31 KB (4,573 words) - 15:13, 31 December 2023
  • * load all dae parts and group them [x] * load all dae parts and group them [*]
    36 KB (5,256 words) - 22:17, 9 April 2023
  • Allow '''veteran players''' to do more or find more stuff in a level. Allow players who train more to unlock moves earlier ...y are supposed to be “acting”, and it brings out the uncanny valley. Let’s find a way to make characters expressive in a way that feels real even if it’s
    32 KB (5,511 words) - 21:44, 5 February 2023
  • ...n the Mac Oni console line; however, the command still works from within a BSL script, where caps are recognized. --[[User:Iritscen|iritscen]] 06:01, 7 No ...Window mode issue was known as soon as it was figured out how to run Omni group's version in a window. I'm sure this was mentioned at some point, either he
    40 KB (5,451 words) - 01:39, 4 May 2022
  • :The level of alert for an AI can be set via BSL using [[ai2_setalert]]. Alert levels play the role of "behavior modifier" i ...h the gun in hand but not aim with it. Movement mode can be forced via the BSL command [[ai2_setmovementmode]]. Alert level affects movement mode only if
    83 KB (14,177 words) - 19:32, 29 February 2024
  • |The top of the hierarchy when it comes to level data. Holds the name of the BSL folder with the scripts for this level, links to the environmental model ([ |StNA files are obsolete. However, on this XML page you'll find collections of flags used by [[#TRAM|TRAMs]].}}
    24 KB (3,891 words) - 16:26, 11 February 2024
  • ...first point, interlacing, it's true that a few clips have it, but I didn't find it distracting while watching; compression artifacts, imho, are a bigger de ::::Thirdly, on the subject of OTA, I find it hard to pick out good Arena clips; melee is usually completely chaotic (
    59 KB (9,968 words) - 17:22, 8 April 2023
  • ...en shortened to '''anim''' by modders, following the naming of commands in BSL: chr_wait_animstate, chr_wait_animtype, env_anim, etc. Note the fallback behavior of anim lookup: if the engine cannot find an anim for the active variant (or "mode") of the character, it will choose
    60 KB (8,825 words) - 19:01, 29 February 2024
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)