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- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> Effects (Package: Engine)}} ...r level just the way you would with a [[Legacy:Decoration (UT)|Decoration (UT)]], and then trigger them to make them produce their effect. Note that a lo8 KB (760 words) - 01:54, 7 April 2006
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803 B (91 words) - 10:11, 17 May 2008
Page text matches
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> ArrowSpawner}}2 KB (284 words) - 08:23, 8 June 2002
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Object (UT)|Object (UT)]] >> Actor (Package: Engine)}} ...|bot]]s, [[Legacy:Light (UT)|light]]s and [[Legacy:Triggers (UT)|Triggers (UT)]]. This is an important class because it's the base class for all in-game3 KB (465 words) - 01:50, 7 April 2006
- ...uty and glory. The Actor class inherits from [[Legacy:Object (UT)|Object (UT)]]. There are a whole host of non actor classes that might get added in he ...e, for example: Effects are expanded on the [[Legacy:Effects (UT)|Effects (UT)]] class page anyway; with Decoration it's worth marking as you have that t19 KB (1,790 words) - 00:29, 28 May 2007
- ...T|UT]] :: [[Legacy:Object (UT)|Object (UT)]] >> [[Legacy:Actor (UT)|Actor (UT)]] (Property group: Advanced)}} Properties every [[Legacy:Actor (UT)|Actor (UT)]] has under the ''Advanced'' section. See [[Legacy:Actor/Advanced|Actor/Ad8 KB (1,304 words) - 16:31, 18 April 2006
- The visual effect part works completely differently in UT and UT2003/04, because the regular effect of carrying a single flag is diff ==The visual effect in UT==5 KB (784 words) - 12:06, 7 November 2004
- These replace the various special triggers UT had. [[Legacy:UT|UT]] stuff below3 KB (440 words) - 12:03, 14 November 2005
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> DamageType (Package: Engine)}} In UT DamageType and its subclasses were intended to hold information about diffe1 KB (171 words) - 11:14, 13 May 2003
- ...l, effects.<br />There aren't as much subclasses in UT2003 as there are in UT because most visual effects are created with [[Legacy:Emitter|Emitter]]s or See [[Legacy:Effects (UT)|Effects (UT)]] for the UT version of this page.882 B (102 words) - 17:51, 2 December 2005
- ...pickups spawning at the same location (similar to the method used by Chaos UT) * [http://www.koehler-homepage.de/Wormbo/download/UT/EnhancedItemsSource.zip EnhancedItems packages and source code]9 KB (1,057 words) - 07:54, 19 November 2007
- ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> ExplodingWall (Package: UnrealShare)}} ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> ExplodingWall >> BreakingGlass (Package: UnrealShare)}}3 KB (390 words) - 10:31, 1 January 2006
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> ExplosionChain (custom)}} * [[Legacy:Landmines (UT)|Landmines (UT)]]4 KB (573 words) - 06:19, 19 November 2007
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> Effects (Package: Engine)}} ...r level just the way you would with a [[Legacy:Decoration (UT)|Decoration (UT)]], and then trigger them to make them produce their effect. Note that a lo8 KB (760 words) - 01:54, 7 April 2006
- [[Legacy:Object (UT)|Object]] +- [[Legacy:Actor (UT)|Actor]]5 KB (366 words) - 04:18, 17 November 2009
- ...: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Projectile (UT)|Projectile (UT)]] >> EnhancedProjectile (Package: [[Legacy:EnhancedItems|EnhancedItems]])} ...tile's damage (like any damage) is scaled by the instigator [[Legacy:Pawn (UT)|Pawn]]'s DamageScaling. When this property is set to true, the Instigator'11 KB (1,442 words) - 07:56, 19 November 2007
- ...> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> EnhancedWeapon (Packa ; class<[[Legacy:Actor (UT)|Actor (UT)]]> DeathMessageActorClass : When set to an EnhancedWeapon or [[:{{SUBJECTS11 KB (1,481 words) - 07:56, 19 November 2007
- ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> EIEffects (Package: [[Legacy:EnhancedItems|EnhancedItems]])}} ...tKillType(bool bSplashHit, bool bHeadHit, class<[[Legacy:Actor (UT)|Actor (UT)]]> DamageProjectileClass) : Prepares the specified [[:{{SUBJECTSPACE}}:{{B3 KB (326 words) - 07:55, 19 November 2007
- ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EIEffects]] >> PlayerShellEffect [[Category:Legacy Custom Class (UT)|{{PAGENAME}}]]5 KB (745 words) - 08:04, 19 November 2007
- ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EIEffects]] >> [[:{{SUBJECTSPACE ===Inherited From [[Legacy:Actor (UT)|Actor (UT)]]===1 KB (184 words) - 08:03, 19 November 2007
- ...UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Effects (UT)|Effects (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EIEffects]] >> [[:{{SUBJECTSPACE ...should be replaced with the Mesh'ChaosUTMedia2.c_vortexsphere' from Chaos UT. (if that's available) This will also modify some properties if the mesh wa1 KB (171 words) - 08:04, 19 November 2007
- (UT stuff follows, needs updating & sorting) *The [[Legacy:Light (UT)|Light (UT)]], [[Legacy:Light|Light]] actor and its subclasses4 KB (657 words) - 18:08, 11 May 2015