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  • Legacy:Dynamic Array/UnrealEngine 1
    Arr << (1:30); Log( Arr<5> @ Arr<1> @ Arr<TestFunc()> );
    3 KB (446 words) - 20:10, 8 December 2007
  • Legacy:El Muerte/Journal History 1
    stringlist(1)="one" … stringlist(0)="zero" <br /> stringlist(1)="one" <br /> stringlist(2)="two"
    15 KB (2477 words) - 08:28, 3 March 2004
  • Legacy:Hunted Lesson 1
    [[Legacy:Hunted2003|Hunted2003]] tutorial, Lesson 1: The Custom GameType. c.DrawIcon(logotex,0.5); //scale is 1
    9 KB (1460 words) - 00:58, 24 December 2007
  • Legacy:Maya PLE Character Model Tutorial Part 1
    1. Launch Maya PLE, select the Modeling editor from the Status Line drop-dow… …' and name the copy ''R_thigh''. Scale ''R_thigh'' to Scale X=0.5, Scale Y=1.125, Scale Z=0.5, and move it to Translate X= -3.0, Translate Y= -6.25
    3 KB (574 words) - 02:45, 1 December 2005
  • Legacy:UnrealEd 1
    …ou can easily identify this version of the editor by the toolbox: UnrealEd 1 has 3 buttons across in the toolbox, later versions have 2. …e originally intended, etc. When I wanted to look at the editor, UnrealEd 1, I needed a few extra files in my /Windows/System32 directory for Windows …
    2 KB (274 words) - 15:28, 22 September 2006
  • Legacy:UT Bonus Pack 1
    * DM-Malevolence - Rich "Akuma" Eastwood made this fantastic Tourney (1 on 1) map. This map will play okay with 6-8 players but is really meant for one… …die while carrying this a large skull will appear above your corpse. After 1.5 seconds it will explode annihilating anyone in the area.
    4 KB (659 words) - 09:19, 1 July 2005
  • Legacy:UnrealScript For Beginners/Chapter 1
    ==Chapter 1 – A Running Start== …>\System</tt> folder of your Unreal Engine directory, as shown in Figure 1.1.
    7 KB (1057 words) - 23:20, 9 September 2006
  • Legacy:Unreal Engine Versions/1
    * Tim Sweeney (UnrealEd 1) * [Unreal] Builds 1~333 (32-bit Windows, 32-bit Linux, MacOS)
    9 KB (1168 words) - 05:21, 8 May 2009

Page text matches

  • Legacy:Actor/Methods
    …s new base. NewFloor is the optional new floor normal (default is vect(0,0,1)) and it is only used for classes inherited from [[Legacy:Pawn|Pawn]]. …n (last frame) and 0 being the beginning (first frame). If the UnitFlag is 1 then the time is the frame that you want it to go to.
    38 KB (5243 words) - 10:17, 5 February 2009
  • Legacy:Actor/New In UT2004
    … or absolute directory, e.g.: <code>PlayStream("D:\\alongtheway.mp3",false,1,0,0);</code>
    10 KB (1248 words) - 15:41, 26 May 2006
  • Legacy:Actor/Replication
    …bandwidth that will be allocated to each. The default value for actors is 1.00 (Checked in UT99 and in UT2004). | style="text-align: center" |1 Hz
    4 KB (533 words) - 04:56, 19 January 2006
  • Legacy:Actor
    Great Actor Pages Debate on 1-716-444-4083 organization: [[Legacy:Actor (UT)/Talk|Actor (UT)/Talk]]
    5 KB (571 words) - 09:50, 7 October 2009
  • Legacy:Actor Properties Window
    ===Method 1: The EditObj [[Legacy:Console Commands|Console Command]]===
    6 KB (1011 words) - 16:59, 3 November 2005
  • Legacy:AlarmPoint
    …ill ignore it. If set to 1 or above the pawn will duck during the time of "1" something (miliseconds is it? seconds?) ; float PauseTime : If set to 0 the pawn will ignore it. If set to 1 or above the pawn will pause (stand still) at this point during the time e…
    3 KB (427 words) - 22:26, 21 April 2006
  • Legacy:AlternatePath
    ; * 1 = Blue Team …t setting is 500, and they are still not taking it (other paths are set to 1 (default), 10 and 15. What do these damn bots want?
    7 KB (1124 words) - 14:06, 18 July 2005
  • Legacy:Attaching Actors
    ==Method 1: Attach Tag==
    8 KB (1312 words) - 07:58, 7 April 2006
  • Legacy:Actor Overview
    * click the button labled "browsers #1" on the [[Legacy:Toolbar|toolbar]]
    6 KB (889 words) - 16:46, 20 September 2008
  • Legacy:ArrowSpawner
    if ( ArrowsToFire == 1) {
    2 KB (284 words) - 14:23, 8 June 2002
  • Legacy:Assault
    ; int CurrentDefender : The defending team's ID. (1 or 2) ; int Part : The current part of the Assault game. 1 for the first match, 2 for the rematch.
    3 KB (445 words) - 20:03, 2 September 2004
  • Legacy:ArcaneSpeech
    …earned good ol' '''GW-BASIC'''. (Does anyone remember that magazine, ''3-2-1 Contact''? With the ''BASIC Training'' articles?) Although I graduated thr… …en points to anyone who can name where the "Basic Training" section of 3-2-1 Contact orignated. :)
    5 KB (877 words) - 03:16, 2 December 2006
  • Legacy:Antiportal
    #Select one of your Door's mover (only 1 mover if 2 movers for 1 door), [[Legacy:Set The Following Properties|set the following properties]… …iportals in JB-Aswan-v2 and both real-time wireframe view in UEd and rmode 1 in game suggest that they really occlude stuff behind the pyramid (i.e. ''…
    16 KB (2582 words) - 19:58, 13 July 2007
  • Legacy:Actor (UT)/Display
    …lue of 0.0 means the actor is totally transparent. Slowly change this from 1 down to 0 in script to make things fade into transparency.
    3 KB (507 words) - 16:09, 12 October 2004
  • Legacy:Actor (UT)/Filter
    … of the actor actually appearing. For most actors, this value is equal to 1, which means that the actor will always exist in relevant games.
    971 B (147 words) - 10:40, 14 June 2006
  • Legacy:Actor (UT)/Functions
    … specified amount of time. Note using continual low values of sleep() (<0.1) is not recommended, as this creates signnificant dependance on frame rate… …' parameter should be set to 1 to move forwards in the list of map names, -1 to move backwards, and 0 to return the same map. A ''Dir'' of 0 is onle e…
    18 KB (2601 words) - 10:43, 14 October 2009
  • Legacy:Adrenaline
    // CK_Up = 1; keys(1)=8
    4 KB (625 words) - 23:16, 17 December 2005
  • Legacy:Application
    ====1. type pages====
    5 KB (766 words) - 19:01, 17 October 2008
  • Legacy:AutoLoader
    // 1. Perform all required ini changes needed for your mod. Will also UNDO if (InStr(ServerActors,default.ActorClass) != -1)
    28 KB (3236 words) - 17:06, 18 November 2007
  • Legacy:AssaultPath
    …ve. In other words, bots travel along an increasing sequence of numbers (0,1,2,...) to attack the enemy, and decreasing to return home. ; float Priority : 0 to 1, higher means heavier weighting when determining whether to use this path
    3 KB (364 words) - 16:48, 17 April 2006

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