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

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  • Syntax highlighting is frequently mentioned as a crucial feature too, but it's mor ===Expression Syntax ===
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...e or missing declarations in a superclass (if it's part of your code). The Wiki recommends the [[Legacy:UMake|UMake]] compiling tool :D. ...ou declared a class variable, struct or enum with the same name as a class variable, struct or enum of a superclass. This will obscure the object in the superc
    41 KB (6,822 words) - 16:58, 29 April 2010
  • ...uple of issues: alternative routes or shortcuts, where to go. So I added a variable to our volume class that contains the next possible track volumes, usualy t ...ed/used/etc. (I think). Anyway, I don't mind, that's why post stuff on the wiki, so that others can find a use for it.
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...es that you want saved, each one has a GetPropertyText done on it, and the variable name and value is stored in a relational database. Then, come loading time, ...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)
    130 KB (23,327 words) - 12:37, 2 September 2005
  • {{ambox|type=notice|text=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [http://f ===REPLICATING A VARIABLE===
    51 KB (8,829 words) - 10:53, 3 May 2008
  • This is an idea first proposed on the Wiki by Soldat. Essentially, the idea is that when a player is damaged by a weap // variable SafeMesh, which is a mesh object which we can be guaranteed that this objec
    48 KB (7,108 words) - 03:22, 14 September 2006
  • If this works out, I'll describe the hack in detail somewhere on the Wiki. ...Info subclass as configured in the the game type's DefaultEnemyRosterClass variable but instances of [[Legacy:TeamBlueConfigured|TeamBlueConfigured]] and [[Leg
    92 KB (15,242 words) - 07:57, 3 December 2009
  • '''Machismo:''' True. But anyone who reads this part of the wiki should have basic working knowledge of maya. from help >> Library (F1) and '''Highlander:''' Had the same trouble, you need to add it to your path variable. Bring up the system properties (windows key + pause) goto advanced then en
    5 KB (801 words) - 21:49, 23 December 2006
  • ...ldgun(Inv) != none would be faster (not sure about this, some of the other wiki people would have to confirm this). ...re Inv=Pawn(Owner).Inventory; or something like that. I'll go check in the wiki.
    7 KB (968 words) - 10:48, 19 November 2007
  • ...d inherits all its properties and methods (see [[Legacy:Class Syntax|Class syntax]] for more). Now, in order to make our specific mutator work, we simply ext ...what is actually called when the timer is triggered. This creates a local variable to hold a [[Legacy:Controller|Controller]]. Controllers are new to UT2003,
    13 KB (2,054 words) - 17:39, 28 December 2004
  • ...GeSHi] is a set of PHP classes that allow you to quickly and easily apply syntax highlighting to any text and display the output in HTML. It is used in many This is a fairly simple wordfile which you can use to apply syntax highlighting to stuff on your own website / forum etc. Features:
    14 KB (1,391 words) - 02:31, 24 May 2007
  • ...his example.) In this example, Actor A is relevant, and so it's Property C variable will be replicated to the client. Now what does the client know? The client NetUpdateFrequency is another variable useful in replication. It effectively causes an otherwise relevant (not use
    107 KB (18,320 words) - 09:30, 5 February 2011
  • * http://wiki.beyondunreal.com/cgi-bin/class.cgi * http://wiki.beyondunreal.com/cgi-bin/reverser.cgi
    21 KB (3,455 words) - 16:12, 6 April 2006
  • ...Style|Terminology Style Guide]]. Also please don't add random UnrealScript variable names to this page, it's not intended for that. (Use the [[Legacy:Search|Se ...d is thus only useful as a ''base class''. See [[Legacy:Class Syntax|Class Syntax]].
    28 KB (4,193 words) - 10:25, 17 June 2007
  • * Find language reference documents below (one within the Wiki), followed by more specific guides and examples. *** [[udn2:UnrealScriptReference.html#Variable_specifiers|Variable Specifiers]]
    14 KB (1,963 words) - 16:52, 29 April 2010
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega The second parameter in all "foreach" commands is a variable which is assigned an actor on each iteration through the "foreach" loop.
    11 KB (1,856 words) - 12:17, 11 January 2012
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega ...onstant which was declared in another class, use the "classname.constname" syntax, for example: Pawn.LargeNumber
    7 KB (1,144 words) - 15:40, 20 June 2006
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega ...ample illustrates a typical, simple UnrealScript class, and highlights the syntax and features of UnrealScript. Note that this code may differ from that whic
    17 KB (2,490 words) - 16:20, 30 July 2006
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega ...ssions separated by semicolons. The first expression is for initializing a variable to its starting value. The second expression gives a condition which is che
    7 KB (969 words) - 15:40, 20 June 2006
  • ...g of the text. If you have more to say on a topic here, please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Lega ...ally use the "ignores" specifier to ignore functions while in a state. The syntax for this is:
    13 KB (2,060 words) - 09:11, 26 July 2006

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