I guess they wouldn't mind a full-page quote... formatting is a bit off, but not much I can do there really.
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Local variable
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Local
variables are persistent variables that are associated with in-game
objects. They are not the same as the temporary variables you can
create in a script; local variables retain their values even when no
scripts are using them, and are shared across any scripts that choose
to access them.
Local variables are set using the SetLocal* functions and read
using the GetLocal* functions. There are a number of SetLocal*
functions in the game engine. The five that are of use to you (that
Programming fully supports) are:
- SetLocalInt
- SetLocalFloat
- SetLocalObject
- SetLocalString
- SetLocalResource
These functions work and have been through the fire of QA for many months. They are solid and work well.
There are a number of other functions that happen to exist such as:
- SetLocalPlayer
- SetLocalEffect
- SetLocalEvent
- SetLocalCommand
- SetLocalItemProperty
- SetLocalLocation
These functions do *NOT* work the way that the first five do. The
major issue with this second set of functions is that they are not
saved/loaded via the save system. So, if a community member or designer
wants to save information like this for use later, and someone
saves/loads the game, that information is lost forever. Thus, using
them outside of situations where you can guarantee no save/load occurs
(i.e. during combat) is pretty much guaranteed to fail for some
enduser. Furthermore, if you use these variable types in the var_ 2DAs,
it will fail gloriously.
Don’t use these functions. They will in all likelihood be removed in a future patch.
edit] Variable 2DAs
Local variables must be pre-defined in a variable 2DA before they
can be read or set using these functions. The structure of a variable
2DA is as follows:
var_*
Column name Type Description
ID
int
an integer row ID number that is unique to that row across
all files (unless creating an M2DA override). Row IDs will be listed
from smallest to highest within the same file and do not need to be
consecutive.
Label
string
The name of the variable.
Type
string
The type of the variable.
Default
string
The default value of the variable. Resources can have the string "NONE" to indicate an empty default.
IsPlot
int
Set this to 1 to indicate that a string variable is meant to contain the name of a plot resource. 0 otherwise.
Each different type of resource has a standard default variable 2DA,
whose entries are described in the variable tables associated with
their respective articles. You can create your own variable tables or
extend existing ones with M2DAs if you need additional local variables
for specific objects.
Dragon Age doesn't support the dynamic in-game allocation of new local variables[/code]
Modifié par FollowTheGourd, 09 novembre 2009 - 05:57 .