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  • ...Upgrade Definition | Upgrades]], [[Pop-Up | Pop-Ups]] or [[#Actions List | Actions]] to be triggered, or entities to be activated or deactivated, when an [[#E ...]] and [[Add a Formation|Formations]]. To edit or add Actions go to the ''Actions'' tab for the entity - this is accessed by selecting an entity in the [[ Le
    4 KB (578 words) - 18:20, 24 May 2020

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  • Timers can be used to activate or deactivate other entities, trigger actions such as Level Complete, show [[ Pop-Up | Pop-Ups ]] or activate [[Upgrade D [[Actions Tab|Actions]] - sets up actions such as upgrades to be triggered when the time runs out
    1 KB (217 words) - 16:17, 24 May 2020
  • ...Upgrade Definition | Upgrades]], [[Pop-Up | Pop-Ups]] or [[#Actions List | Actions]] to be triggered, or entities to be activated or deactivated, when an [[#E ...]] and [[Add a Formation|Formations]]. To edit or add Actions go to the ''Actions'' tab for the entity - this is accessed by selecting an entity in the [[ Le
    4 KB (578 words) - 18:20, 24 May 2020
  • ...weapon slot ''Enabled'' property when an event occurs in the [[Actions Tab|Actions Tab]]. ...art of the game and then enabled by an [[Upgrade Definition|Upgrade]] or [[Actions Tab|Action]], for example when a bonus is collected or a full [[ Create a W
    1 KB (211 words) - 18:14, 24 May 2020
  • ...th < 25% and Taken Damage, which can then be used to trigger [[Actions Tab|Actions]]. ...Condition now has a single event which, when it occurs, will trigger an [[Actions Tab|Action]]. However, we want a combination of events to be required befo
    3 KB (538 words) - 19:19, 23 January 2021
  • ...to ''Assign Parent In-Game'' and attach the child to the parent using an [[Actions Tab|Action]] event. ==Actions==
    4 KB (690 words) - 13:36, 24 May 2020
  • Triggers can be used to activate or deactivate other entities, trigger actions such as Level Complete, show [[ Pop-Up | Pop-Ups ]] or activate [[Upgrade D [[Actions Tab | Actions ]] - sets up actions such as upgrades to be set up when selected events occur
    2 KB (334 words) - 16:16, 24 May 2020
  • ...mer|Timers]], [[Add a Trigger|Triggers]] or as Player or NPC [[Actions Tab|Actions]]. They could be used to display information when the player reaches a tri ...when a [[Create a Wave|Wave of NPCs]] is destroyed or in the [[Actions Tab|Actions Tab]] of a [[Add a Player | Player]], [[Add an Object | Object]], [[Add an
    2 KB (338 words) - 13:40, 24 May 2020
  • [[Actions Tab | Actions ]] - sets up actions such as upgrades to be set up when selected events occur
    1 KB (256 words) - 14:09, 24 May 2020
  • [[Actions Tab | Actions ]] - sets up actions such as upgrades to be set up when selected events occur
    2 KB (267 words) - 12:36, 24 May 2020
  • ...Add a Trigger|Triggers]] and [[Add a Timer|Timers]]) support [[Actions Tab|Actions]]. In the ''Action'' tab you can set or modify a variable. ...qual to a value. These can be selected in the ''Event'' property on the [[Actions Tab|''Action'']] tab.
    2 KB (402 words) - 12:52, 24 May 2020
  • ...r Definition | Player Definition ]] - Set lives, health, collision action, actions on killed ...k=]] [[ NPC Definition | NPC Definition ]] - Set health, collision action, actions on killed, display off screen
    2 KB (318 words) - 18:03, 25 January 2021
  • [[Actions Tab | Actions ]] - sets up actions such as upgrades to be set up when selected events occur
    2 KB (314 words) - 12:40, 24 May 2020
  • [[Actions Tab | Actions ]] - sets up actions such as upgrades to be set up when selected events occur
    2 KB (376 words) - 12:40, 24 May 2020
  • [[Actions Tab|Actions]] - sets up actions for the spline
    3 KB (423 words) - 16:30, 24 May 2020
  • [[Actions Tab|Actions]] - sets up actions for the formation
    3 KB (455 words) - 15:57, 24 May 2020
  • Follow links to see descriptions of the [[Actions Tab | Actions ]] and [[Weapons Tab | Weapons ]] tabs.
    2 KB (360 words) - 17:47, 24 May 2020
  • Add [[Actions Tab|Actions]] to the player for ''Variable Equals'' events that trigger the upgrades:
    2 KB (325 words) - 18:56, 22 September 2020
  • In the [[ Actions Tab | Actions tab]], click on the Upgrade (Other) value (default None) and select the fir
    2 KB (394 words) - 14:02, 24 May 2020
  • An AI Event can be triggered from an ''Action'' event. In the [[Actions Tab|Action tab]] of many types of object you can specify which AI Event sho ...nge State on AI Event'' is useful for responding to AI Events generated by Actions from other objects within the game.
    5 KB (888 words) - 19:09, 23 May 2020
  • ...items that have been created rather than a drop-down list of all possible actions. You can add a new action by clicking the Add Action button. ...]] [[Movement Definition|Movement]]. The Input definition specifies which actions are mapped onto each control. The Movement Definition specifies how the it
    6 KB (1,080 words) - 13:58, 24 May 2020

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