Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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  • * # Put a link to "{classname} (UT)", substituting the current classname ...Change the box at the top of the UT class to start with "<code>[[Legacy:UT|UT]] ::</code>" for clarity.
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...rates make it fire different amounts of bullets in a second. See [http://wiki.unrealadmin.org/images/0/00/Minishots.jpg this graph]. :* Volume, Radius, Pitch: [[Legacy_talk:Actor_(UT)/Functions#Convert_sound_variables_to_PlaySound_parameters|see discussion]]
    18 KB (2,644 words) - 13:49, 2 May 2022
  • *At least one weapon of both projectile and beam types for each each weapon class. ...nd to its class and there are several variations within the basic beam and projectile classes.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • ...onstruction of the NaliCow NPC for UT2004. It was originally available in UT as a [[Legacy:Cow|Cow]], but this tutorial will revise its AI design as if ...oop. When it performs its Poop behavior, we will want a separate Actor, a Projectile, to spawn at the appropriate place and drop to the ground.
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ====Moving to UT ==== ...the DefaultProperties of <weaponname>.u (see [http://wiki.beyondunreal.com/wiki/Default_Properties_For_Weapons Weapon Properties] )and relates to positioni
    6 KB (1,083 words) - 03:45, 5 August 2003
  • ...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) ...ore impact, which subtly increases the amount of time it will take for the projectile to impact, which subtly increases the amount of lead-in required. This seem
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...seems ALOT like Overload 2k3. Invasion seems very similar to Invasion for UT. I'd hate to level accusations but it almost seems like they might be drawi ...ships I made, but they were a bit over the maximum image file size for the wiki and I didn't really feel like cropping or resizing them tonight. They turne
    177 KB (31,705 words) - 04:34, 28 May 2005
  • {{ambox|type=notice|text=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [http://f '''Raven:''' Another thing to check is that verion of UT on the computer that you are moving to is the same as the one you are commi
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...lients; so I just set the starting location, direction and velocity of the projectile and let the client simulate the movement by itself from there on. (Actuall In a network game of UT, there are several machines involved. Simplifying a little, these are serve
    24 KB (4,071 words) - 20:02, 31 January 2016
  • ...ich we still feel the lag is aiming. When shooting projectile weapons, our projectile starts a bit delayed (and not instantly like our movement) and when shootin There is one problem with machineguns in UT2003. Unlike UT, those guns don't call the replicated fire function with each bullet anymor
    10 KB (1,805 words) - 06:21, 3 August 2004
  • ...mut they just get gibbed instantly, which looks really lame. In good old UT, I could just spawn a ''Shockwave'' object, this did the whole lot automati P.P.S. I've also done NukeRifles for UT and a Nuclear-War mut for UT (replaces all weapons with 2-shot Redeemers... better run for cover). Aga
    7 KB (1,079 words) - 13:56, 18 July 2006
  • ...a different script with different features, which could run alongside the Wiki script on this site. If you are interested in the creation or adaptation of See also: [[Wiki:OpenSource]]
    5 KB (702 words) - 19:29, 5 November 2005
  • ...ove independantly from gravity. Velocity on the Z axis is ignored (only in UT?). ...Legacy:Actor|Actor]] when they are climbing a [[Legacy:Ladder (UT)|Ladder (UT)]]. (new in [[Legacy:UT2003|UT2003]])
    7 KB (1,155 words) - 07:18, 29 April 2011
  • ...ient has prediction to minimize the effects of lag. In current versions of UT, the client tells the server all about it's input. Where is the user lookin In a large-scale game like UT or Q3A, many people try to cheat. The people that make the game have to pre
    107 KB (18,320 words) - 09:30, 5 February 2011
  • {{classbox|Mod ideas for UT 2003 &ndash; Sustained damage trigger (keeps track of total damage)}} In the original UT a trigger could be set to fire based on a minimum damage threshold. This t
    5 KB (662 words) - 12:56, 19 November 2007
  • ...affected NVidia setups too. So this appears to be either a bug in D3D or UT, rather than in the ATI drivers. * (unreleased) Shadows for pickups and projectiles. Player, Projectile, and Pickup shadows each have their own configuration for max # and type (r
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...a to create a fake glow for a big laser in [[:Category:Legacy Class (UT) | UT]]. * Faking it in UT is tricky because:
    15 KB (2,692 words) - 03:35, 9 October 2003
  • I have UT only and develop for it. I hate modeling, but love coding and can do a lot I've made guided, homing, instant hit, and projectile weapons. (are there any other kinds?)
    765 B (119 words) - 01:48, 21 June 2004
  • I code in UnrealScript for several years now and am a dedicated Wiki contributor for a long time, too. ...obably interesting for mod authors. I also contributed some work for Chaos UT, the BuF Bonus Pack and for Jailbreak 200x.
    11 KB (1,770 words) - 13:28, 18 July 2009
  • {{classbox|[[Legacy:UT|UT]] / [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Info|Inf ...tt>OtherSideURL</tt> and the <tt>ThisTag</tt> properties of the Warp Zone. UT's DM-Fractal uses a Warp Zone in the pit that opens when the lower switches
    24 KB (4,181 words) - 18:54, 5 February 2009

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