Search results

From Spring
Jump to navigationJump to search
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)
  • |description=whether the vertex coordinates are relative to the global origin, or the local origin}} |description=whether the piece offsets are relative to the global origin, or the parent offset}} ...
    3 KB (375 words) - 20:07, 27 March 2019
  • '''Note 2:''' Unlike S3O models the Assimp loader allows you to define relative paths to your texture in the metadata using the string keys tex1 and tex2. ...
    11 KB (1,887 words) - 02:02, 22 September 2017
  • |description=whether the vertex coordinates are relative to the global origin, or the local origin}} |description=whether the piece offsets are relative to the global origin, or the parent offset}} ...
    3 KB (378 words) - 18:03, 2 October 2014
  • ...ap and the sizes of all other maps (as described in the documentation) are relative to the size of that map. ...
    3 KB (514 words) - 22:59, 22 October 2014
  • ...advanced air units and independent air technology, such as AA or XTA. The relative weakness of air units in E&E and may make this a poor tactical choice despi ...
    1 KB (180 words) - 03:31, 14 May 2012
  • -- Spin the turbine blades relative to wind strength ...
    4 KB (568 words) - 16:38, 9 June 2020
  • ...lection with more then one unit will cause the units to move to a location relative the the target point compared to the distance of the unit from the center o ...
    30 KB (5,282 words) - 09:41, 2 May 2012
  • ...'''LIBDIR''', '''BINDIR''': where to install data, libraries or binaries (relative paths are based on ''CMAKE_INSTALL_PREFIX'', absolute paths are absolute (' ...
    7 KB (1,014 words) - 01:12, 19 July 2015
  • *emitRot (float): At what angle to emit the particle relative to emitVector. 0 means that the particle will be emitted in emitVector's di ...
    8 KB (1,328 words) - 17:44, 5 October 2014
  • |description = At what angle to emit the particle relative to {{taglink|emitVector}}. <code>0</code> means that the particle will be e ...
    21 KB (2,894 words) - 15:35, 13 May 2020
  • ...li control) and any non-negative number of children. Position is specified relative to the parent, taking into account the parent's <code>padding</code> and <c ...
    6 KB (873 words) - 21:55, 12 June 2016
  • ...wn in front of it). The x-y coords, width, height, etc, of a component are relative to the area covered by its parent component. ...
    5 KB (805 words) - 01:19, 11 June 2016
  • ...so make sure the 3 controls resize together with the group window by using relative Y coordinates. Put resize on false except the group window. Last we put t ...
    18 KB (2,403 words) - 17:01, 14 July 2013
  • ...ant the object to come on the main screen you can use absolute values , or relative percentage values. The percentage values are put as a string, the absolute ...
    5 KB (832 words) - 18:54, 23 March 2013
  • ...the sound is heard differently depending on which way the camera is facing relative to units making sound. ...
    5 KB (819 words) - 19:31, 17 July 2011
  • |description = The relative power of the unit. Used in weapon targeting priority and experience gain ca ...
    54 KB (7,696 words) - 12:16, 8 April 2025
  • ...= How accurate the weapon is. Lower values are more accurate. Accuracy is relative to the distance to the target; for instance, if the target is very close, e ...t which {{taglink|tracks|true}} weapons turn towards their target. This is relative to a projectile's current velocity; a weapon with a higher velocity will ne ...
    45 KB (6,400 words) - 05:38, 25 October 2018
  • Other Challenger: Hellcom/Relative ...
    3 KB (608 words) - 16:16, 13 March 2010
  • |info = Where {{var|sx}}, {{var|sy}} are values relative to the minimap's position and scale. |info = Where {{var|sx}}, {{var|sy}} are values relative to the minimap's position and scale. ...
    31 KB (4,146 words) - 15:10, 12 October 2022
  • <sub>VFS.Include("Gamefolder/Relative/Path/ToLibrary/Library.lua</sub> ...
    2 KB (301 words) - 19:03, 13 September 2015
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)