I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

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  • ...rates make it fire different amounts of bullets in a second. See [http://wiki.unrealadmin.org/images/0/00/Minishots.jpg this graph]. ===Collision ===
    18 KB (2,644 words) - 13:49, 2 May 2022
  • ...View|Radii View]] in the 3D viewport to get an idea of what the collision cylinder for the HoldObjective is. Next, open the HoldObjective's properties window ...me correction, please feel free to edit the text directly (that's what the Wiki is for!), but please try to keep the tutorial flow intact (no thread discus
    23 KB (3,803 words) - 12:44, 15 July 2006
  • ...simple: If a member of the attacking team touches it (enters its collision cylinder), it's completed. This can be made a bit more sophisticated, however, by c ...st get to it and hit the "use" key in order to complete it. The collision cylinder of this objective determines how close somebody has to get before trying to
    10 KB (1,726 words) - 23:06, 19 June 2006
  • ...omes I'll try to recruit some people for the beta testing both here on the wiki and on BeyondUnreal Forums. (as much as I dislike forums) ...maybe making it into some tutorials or something. It's really big, and the wiki doesn't seem to like extremely large pages, so I've had to trim some stuff
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...g, and then disabling collision for everything else. This leaves the Karma collision detection with a lot less to consider, making it run much quicker. (My mod ...es that are very close but never actually colliding) so I can just disable collision directly. The reason why that's bad is, some parts of vehicles MAY collide
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...itself can be defined to be its collision hull, which results in per-poly collision. ...the deal with hardware brushes? Here's a [http://c2.com/cgi/wiki?HowToVote Wiki poll]... to vote, edit this page and increment your choice's count by 1. BT
    12 KB (2,108 words) - 13:05, 19 June 2003
  • {{ambox|type=notice|text=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [http://f ...round the inside of a large cylinder. While the weapons rotate around the cylinder, they angle of the weapon changes as well. This looks great, except for th
    51 KB (8,829 words) - 10:53, 3 May 2008
  • First- is this wiki section still active? Second- how do you manage the collision radius of a mesh build with the mesh-maker??
    4 KB (709 words) - 16:41, 22 May 2015
  • ...Bot (UT)|Bot (UT)]] falls within its [[Legacy:Collision Cylinder|collision cylinder]]. The only stipulation in placement is that it (the KOTH2 actor itself) is '''Jb:''' First of all thanks for fixing my Wiki blunders. Sorry I will get the hang of it. But yes. The KOTH2 was originall
    5 KB (858 words) - 02:09, 7 October 2002
  • '''Bjorn:''' Please comment. It's my first real addition to the Wiki so I would like to know if it's ok. Also, any requests on more info are wel ...r for TorqueCurve info, I hope i did it correctly it is my first change on Wiki. If it doesnt have enough new value please feel free to remove it again.
    23 KB (3,911 words) - 15:13, 1 May 2006
  • all the other contributors, who made the Wiki such a great resource. Also, I have a suggestion: Please don't let Entropic take over Wiki command. His comment, "Mychaeel is like a big scary alien with the brain th
    5 KB (868 words) - 17:35, 7 September 2004
  • ...out how other pages were edited and this could be a valueable asset to the wiki. Thanks. :) ...expand properly - but aren't the collision cylinders red - or does another cylinder/sphere appear when the paths are connected correctly?
    5 KB (955 words) - 15:26, 16 November 2005
  • ...determine the size of the Trigger's [[Legacy:Collision Cylinder|collision cylinder]]. ...they can be adjusted by the mapper to allow for different dimensions where collision should be checked. This is useful so that a mapper can use a single Trigge
    15 KB (2,383 words) - 15:07, 4 September 2014
  • Adjusting the CollisionCylinder or other Collision properties is a common way to make the Trigger class perform the intended f '''Note:''' For the sake of helping as many other wiki users as possible, please limit examples to those that are most generalized
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ...ne_Church.utx. Sure, it'll take time, nut who's got a life AND adds to the wiki? ...out the level even before you have all the meshes, and also it's good for collision). Again, I can not stress enough, USE BSP FOR WALLS IF YOU CAN, as well as
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ...acy Troubleshooting]] for other FAQ or troubleshooting pages on the Unreal Wiki. ...Legacy:Static Mesh Modeling|Static Mesh Modeling]] for more or static mesh collision.
    20 KB (3,360 words) - 06:39, 12 April 2012
  • ...n pages. At some point I wrote quite a bit on the "Event" page. "Collision Cylinder" also added. ...a bit messy. I don't think this is a problem, quite the opposite. It's the Wiki Way :-) The refactoring will be hard work, but we'll end up with something
    7 KB (1,266 words) - 15:44, 11 May 2002