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  • 00:06, 22 February 2024Creatures, Attack Types and Attacks (hist | edit) ‎[1,943 bytes]Talad (talk | contribs) (Created page with " How to assign a brain to monster *selecting one or more of the Available NPC Types, for example: **Master NPC + On Sight Fighter How to create a new NPC Type to initialize the underlying brain: *Example: RangedIce <behavior name="InitRangedIce" completion_decay="-1" initial="1000" resume="yes" > <set_buffer buffer="KFactor" value="1.0" /> <set_buffer buffer="AttackMelee" value="default" /> <!-- primary attack --> <set_buffer buffer="AttackRanged"...") Tag: Visual edit
  • 00:47, 12 January 2024Procedural Dungeon Generation (hist | edit) ‎[3,202 bytes]Talad (talk | contribs) (Created page with "* You need to position your initial volume with snap to grid 100, otherwise if you are in non step position you will get a different number of points generated. * We need to use Transform Points to move the offset of our generated points back to the 0,0,0 position of our volume. In our example we had to use 50,50,50 as both min and max offset. * In the chart we use: ** Get Actor Data -> Volume Sampler -> Transform Points -> Static Mesh Spawner ** Volume Sampler has 100,1...") Tag: Visual edit originally created as "PCG Procedural Generation"