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  • ; RateWeapon : returns the Weapon's AIRating, a slightly randomized
    368 B (53 words) - 15:55, 16 November 2005
  • ...AltProjectileClass". You can choose to use these functions and finish your weapon as is, but that's never as interesting as writing these routines yourself. ...heck code is not really important right now. However, you can use it for a weapon that is not supposed to run out of ammo, to give the player more ammo.
    9 KB (1,488 words) - 23:33, 24 March 2008
  • Configurable Weapon Lockers are placeable actors designed for UT3. Configurable Weapon Lockers are meant to address two main issues:
    9 KB (924 words) - 21:35, 8 February 2008
  • Basically we go through Engine.[[Legacy:Weapon (UT)|Weapon (UT)]] and Botpack.[[Legacy:TournamentWeapon|TournamentWeapon]] here and ha When a [[Legacy:PlayerPawn|PlayerPawn]] wants to fire his weapon he executes his Fire (or AltFire) function which in turn calls the [[Legacy
    5 KB (808 words) - 11:04, 25 December 2002
  • ** [[Legacy:Weapon (UT)|Weapon (UT)]].SpawnCopy **** (weapon goes to state 'Idle2')
    1 KB (144 words) - 07:00, 19 July 2002
  • #putting down the old weapon #bringing up the new weapon
    2 KB (312 words) - 11:07, 15 August 2002
  • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Firing A Weapon ...arameters, it's much harder to figure out the chain of events that cause a weapon to get fired. The reason for this is twofold: first, much of the actual fl
    6 KB (820 words) - 16:29, 2 March 2010
  • ...nction. This all means we're going to have to do a little work to make the weapon bot-friendly. ==Weapon Functions==
    6 KB (923 words) - 11:49, 1 May 2005
  • {{classbox|Mod ideas for Any – UT/UT2003 – Variant Weapon}} ...change the params of the alt-fire. If it's done in the latter fasion, each weapon would have its own list of options to choose from.
    2 KB (359 words) - 03:33, 23 October 2003
  • ==Weapon Availability== This section is short and sweet – no one likes not having a decent weapon to run around with.
    954 B (155 words) - 16:19, 6 April 2006
  • sample Submitted by {DDG}Vaptor vehicle weapon changer gun //Bots should never try to wield the weapon.
    15 KB (1,533 words) - 16:46, 19 November 2007
  • ...03|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> Weapon}} ...reModeClass[NUM_FIRE_MODES] : This specifies the class activated when the weapon is fired, in the correct mode.
    19 KB (2,695 words) - 14:36, 8 August 2006
  • ...box| [[Legacy:Actor|Actor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> Weapon}} ; bool bCanThrow : if true, player can toss this weapon out
    6 KB (885 words) - 11:59, 11 December 2003
  • ...u must create 3 different models of that object. Now I say object because weapon modelers sometimes create objects that players can use that aren't weapons. ...has to render that model 10 times, where as the game only renders your own weapon once.
    2 KB (247 words) - 14:29, 4 June 2007
  • ...of this tutorial is available at [[Legacy:Weapon Mutator Tutorial (UT2003)|Weapon Mutator Tutorial (UT2003)]]. This version has been refactored and updated ==A Weapon Mutator – Making a more explosive Minigun==
    16 KB (2,168 words) - 06:43, 12 June 2010
  • ...version of this tutorial is available at [[Legacy:Weapon Mutator Tutorial|Weapon Mutator Tutorial]].'' ==UTute 3: A Weapon Mute – Did someone say Firestorm?==
    17 KB (2,534 words) - 10:00, 25 May 2006
  • ...odel from [[Legacy:3D Studio Max|3D Studio Max]] to UT2004 and getting the weapon fully functional by using UnrealScript. * Your weapon is similar to one of the weapons already in UT (for simplicity)
    5 KB (910 words) - 11:06, 2 March 2005
  • ==Weapon Modification: Faster Sniper Rifle== ...Rifle to make it shoot faster. Some modifications will be made on the new weapon's ammo for conveniance.
    9 KB (1,222 words) - 16:27, 22 November 2006
  • #REDIRECT [[Legacy:3D Studio Max Weapon Modeling And Import|3D Studio Max Weapon Modeling And Import]]
    102 B (16 words) - 10:26, 17 July 2003
  • ...utorial will not explain the in's and out's of modeling and texturing your weapon, only the basics on how to animate it and export it correctly into Unreal T ...a weapon with one texture, I will explain multi-textured first person view weapon models later):
    12 KB (2,027 words) - 18:30, 17 December 2005
  • {{UE1:Weapon (UT)}}
    19 B (3 words) - 10:12, 17 May 2008
  • {{UE1:Weapon (UT)}}
    19 B (3 words) - 10:12, 17 May 2008
  • See {{cl|Weapon properties}}. See {{cl|Weapon instance functions}}.
    4 KB (420 words) - 10:11, 17 May 2008
  • {{UE1:Weapon instance functions (U1)}}
    38 B (5 words) - 10:12, 17 May 2008
  • | class = Weapon {{code|function '''RaiseUp''' ({{cl|Weapon}} '''OldWeapon''')}}
    5 KB (504 words) - 10:10, 17 May 2008
  • | class = Weapon {{code|simulated function '''ClientPutDown''' ({{cl|Weapon}} '''NextWeapon''')}}
    6 KB (601 words) - 10:11, 17 May 2008
  • {{UE1:Weapon properties (U1)}}
    30 B (4 words) - 10:12, 17 May 2008
  • | class = Weapon ===Property group 'Weapon'===
    6 KB (796 words) - 10:10, 17 May 2008
  • | class = Weapon ===Property group 'Weapon'===
    7 KB (829 words) - 10:11, 17 May 2008
  • 24 B (3 words) - 04:10, 17 November 2009
  • 6 KB (665 words) - 10:10, 17 May 2008
  • ===Property group 'Weapon'=== See {{cl|Weapon internal variables}}.
    9 KB (1,049 words) - 10:11, 17 May 2008
  • ===Property group 'Weapon'=== See {{cl|Weapon internal variables}}.
    4 KB (427 words) - 10:10, 17 May 2008
  • ===Property group 'Weapon'=== See {{cl|Weapon internal variables}}.
    3 KB (315 words) - 10:10, 17 May 2008
  • ===Property group 'Weapon'=== if true, this weapon will prevent any other weapon from delaying the switch to it (bomb launcher)
    10 KB (1,149 words) - 10:10, 17 May 2008
  • See {{cl|Weapon properties}}. ====Weapon firing updates====
    6 KB (573 words) - 04:03, 23 July 2008
  • | class = Weapon {{code|simulated function '''BringUp''' (optional {{cl|Weapon}} '''PrevWeapon''')}}
    14 KB (1,378 words) - 10:11, 17 May 2008
  • | class = Weapon {{code|simulated function {{cl|Weapon}} '''RecommendWeapon''' ({{cl|Actor}} '''Target''', out [[fl
    8 KB (788 words) - 10:10, 17 May 2008
  • | class = Weapon {{code|simulated function '''BringUp''' (optional {{cl|Weapon}} '''PrevWeapon''')}}
    9 KB (893 words) - 10:10, 17 May 2008
  • | class = Weapon {{code|simulated function '''BringUp''' (optional {{cl|Weapon}} '''PrevWeapon''')}}
    11 KB (1,098 words) - 10:10, 17 May 2008
  • | class = Weapon {{code|simulated function '''BringUp''' (optional {{cl|Weapon}} '''PrevWeapon''')}}
    14 KB (1,484 words) - 10:11, 17 May 2008
  • | class = Weapon powerup chain currently affecting this weapon
    12 KB (1,493 words) - 10:11, 17 May 2008
  • | class = Weapon powerup chain currently affecting this weapon
    6 KB (724 words) - 10:10, 17 May 2008
  • | class = Weapon powerup chain currently affecting this weapon
    5 KB (631 words) - 10:10, 17 May 2008
  • | class = Weapon ===Property group 'Weapon'===
    10 KB (1,174 words) - 10:11, 17 May 2008
  • | class = Weapon '''Overrides:''' {{tl|AnimEnd||Weapon}} ''(global)''
    9 KB (1,024 words) - 10:10, 17 May 2008
  • | parent2 = Weapon | {{tl|bCanThrow||Weapon properties}}
    3 KB (357 words) - 10:11, 17 May 2008
  • | parent1 = Weapon | {{tl|AIRating||Weapon properties}}
    2 KB (228 words) - 10:11, 17 May 2008
  • | parent1 = Weapon | {{tl|AIRating||Weapon properties}}
    3 KB (318 words) - 10:11, 17 May 2008
  • | parent2 = Weapon | {{tl|SmallViewOffset||Weapon properties}}
    705 B (83 words) - 10:11, 17 May 2008
  • | parent1 = Weapon | {{tl|AIRating||Weapon properties}}
    3 KB (316 words) - 10:11, 17 May 2008
  • | parent1 = Weapon | {{tl|AIRating||Weapon properties}}
    2 KB (275 words) - 10:11, 17 May 2008
  • | parent1 = Weapon | {{tl|AIRating||Weapon properties}}
    2 KB (263 words) - 10:11, 17 May 2008
  • Provides data for a UT3 weapon. class path to this weapon's preferred ammo class
    1 KB (187 words) - 10:11, 17 May 2008
  • Base Weapon implementation. ===Property group 'Weapon'===
    11 KB (1,390 words) - 23:05, 16 October 2011
  • | class = Weapon For weapons, this function starts the Equipping process. If the weapon is the inactive state,
    21 KB (2,683 words) - 08:34, 16 August 2009
  • Provides data for a UT3 weapon. class path to this weapon's preferred ammo class
    1 KB (154 words) - 12:47, 6 November 2009
  • Base Weapon implementation. ===Property group 'Weapon'===
    13 KB (1,631 words) - 12:47, 6 November 2009
  • | class = Weapon For weapons, this function starts the Equipping process. If the weapon is the inactive state,
    22 KB (2,748 words) - 07:04, 17 January 2010
  • 500 B (60 words) - 13:19, 9 February 2012

Page text matches

  • ...function, it allows the actor to modify other components (such as a Pawn's weapon) or to adjust the result based on other factors (such as a Pawn's other inv
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ; name WeaponName : The name of the arena [[Legacy:Weapon (UT)|Weapon (UT)]]'s class. ...nString : The actor to replace weapons on the map with. (usually the arena weapon)
    3 KB (421 words) - 10:53, 8 February 2008
  • | +- [[Legacy:Weapon|Weapon]] ...here won't be any classes that are ut2003 only, but a few classes (such as weapon fires, which now subclass object) moved around.
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e behaviours... One could write general classes for every type of item or weapon or whatever and provide interfaces through behaviour and '_Item' instead of
    9 KB (1,280 words) - 14:05, 2 June 2007
  • ...ts higher than the closest lower level. Always keep in mind that the only weapon that can effectively hit things at a range of over 512 units it the sniper
    8 KB (1,474 words) - 07:52, 24 August 2022
  • | +- [[Legacy:Weapon (UT)|Weapon (UT)]]
    19 KB (1,790 words) - 00:29, 28 May 2007
  • '''Xian:''' Tried it on a weapon and the arrow appeared.
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...t filtered and will look blocky and stretched. For some stupid reason the Weapon superclass has this set to True by default.
    3 KB (507 words) - 10:09, 12 October 2004
  • ...ot be replicated to network clients. It is generally used for first-person weapon sound effects, HUD notifications, etcetera. ...omponents (such as a [[Legacy:Pawn (UT)|Pawn (UT)]]'s [[Legacy:Weapon (UT)|Weapon (UT)]]) or to adjust the result based on other factors (such as a [[Legacy:
    18 KB (2,644 words) - 13:49, 2 May 2022
  • ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> AssaultRifle (Package: xWeapons)}} ...eapons that a character starts out with in any type of game. It is a basic weapon that can deal damage but the pain it inflicts is not one to be rivaled to h
    1 KB (193 words) - 02:13, 22 October 2006
  • ...bFinishedFire ) : Called by [[Legacy:Weapon|Weapon]]. Returns true if the weapon should fire.
    4 KB (513 words) - 16:43, 7 December 2005
  • ;fire : '''''[duration]''''' fire (weapon / animation-based) for given duration... ;firealt : '''''[duration]''''' alt fire (weapon / animation-based) for given duration...
    32 KB (1,956 words) - 15:27, 6 December 2005
  • Parent class of ammunition types for [[Legacy:Weapon (UT)|Weapon (UT)]]s. Child class [[Legacy:TournamentAmmo|TournamentAmmo]] corresponds local class<weapon> WeaponClass;
    5 KB (690 words) - 11:46, 20 February 2006
  • ...n]] doesn't have the weapon it does not desire this weapon. If it has the weapon it then determines its desire from the ''MaxDesirability'' divided by the ' ...n then it wants the ammo at 35% of the ''MaxDesirability''. If it has the weapon and no ammo then the bot desires it at ''MaxDesirability''.
    2 KB (310 words) - 18:10, 13 January 2005
  • ...(simulated) : If their is no more ammunition then call the [[Legacy:Weapon|Weapon]] ''OutOfAmmo''. ...turns ''True'' if the weapon has ammunition, else returns ''False'' if the weapon does not contain any ammunition.
    4 KB (543 words) - 19:20, 28 November 2006
  • ''Weapon that places shockbombs which you can trigger (usually quite useless and bot ''The weapon I'm most proud of. When it hits it (sometimes) freezes whatever it hit for
    3 KB (429 words) - 08:24, 6 August 2004
  • ...rom firing their own weapons, you need to give them a non-functional dummy weapon whilst they are in control of the vehicle.
    8 KB (910 words) - 17:25, 17 November 2007
  • ...hing it has to offer. I've also added smoke grenades. So far the funnest weapon has turned out to be the Insane Bio Rifle on secondary fire, it charges up
    2 KB (382 words) - 10:59, 27 February 2004
  • ...roller instead and make your own bobbing to try and match the First-Person weapon meshes. It seems #2 would be decidedly more difficult, but it's something
    7 KB (1,213 words) - 15:34, 14 April 2006
  • ...also finally we want to extend AssaultRiflePickup so we can place the new weapon in our maps.
    3 KB (392 words) - 12:19, 25 December 2005
  • ...ork and made up some initial ships with really low polys for testing. The weapon for now is a three beam minigun with an adjustable spread, basically like a
    5 KB (914 words) - 17:27, 16 April 2004
  • *At least one weapon of both projectile and beam types for each each weapon class. ...the specific sections for each new feature and the subtopics of vehicles, weapon design, sounds, ect...
    20 KB (3,402 words) - 05:05, 12 March 2004
  • * appropriate weapon spawns for each area
    5 KB (879 words) - 13:50, 8 February 2008
  • ** ALL spawn points need weapon bases and some health. ** I'm not sure ''which'' guns to actually include in the weapon bases. So far, only RL, shock rifle, and flack cannon. I might have to make
    12 KB (2,086 words) - 19:21, 13 July 2004
  • | +- [[Legacy:Weapon|Weapon]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ...h new array entry, select the WeaponClass property and choose what type of weapon to use (Note: "SniperRifle" is actually the Lightning Gun. The real sniper ...ind the crates in RobotFactory, for example). Be creative. Is there some weapon that would be really useful in a particular scenario? Make people put some
    9 KB (1,604 words) - 09:36, 5 June 2007
  • ...criptedSequence->WeaponPreference: When using this defense point, use this weapon. ...useful, but it can be used, for example, to say something like "pick this weapon and then patrol this general area with it".
    14 KB (2,365 words) - 06:29, 31 January 2007
  • ...include the bridge control at the beginning of AS-Glacier, and the forward weapon cache in AS-Convoy.
    10 KB (1,726 words) - 23:06, 19 June 2006
  • ; string DefaultWeaponClassName : Default vehicle weapon class. This applies when players start game in vehicle without the "standa ; bool WeaponHitsCrosshairsHL() (simulated) : Check if weapon fires where crosshair is aiming at (because of offset between VehicleProjSp
    7 KB (741 words) - 19:12, 8 April 2006
  • ...awns when the map starts, and can be picked up by attacking players like a weapon. While the defense cannot move the power core, if it is dropped (if its ca
    2 KB (263 words) - 16:08, 27 December 2006
  • ..., and a machine gun, a wrench to repair machines, and a shovel to use as a weapon or to shovel coal. The players can pick up ammo, which makes the player mov
    3 KB (572 words) - 17:30, 19 June 2007
  • ; RateWeapon : returns the Weapon's AIRating, a slightly randomized
    368 B (53 words) - 15:55, 16 November 2005
  • ...have a single weapon out of the two pressing the V key will switch to the weapon you have. ...key to bring up the shield when the key is pressed, and then revert to the weapon you were holding when you pressed the R key.
    8 KB (1,259 words) - 09:21, 24 January 2012
  • ...it's button #4 in the top toolbar. Expand the "Inventory" class, then the "Weapon" class, then the "TournamentWeapon" class. Often you'll see this referred t ...ctor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]]}}
    23 KB (3,878 words) - 20:14, 16 July 2014
  • ...ave (if any). Essentially, the bot takes a stimulus like the desire for a weapon, or spotting another pawn, and determines an action based upon it's own int
    4 KB (567 words) - 01:54, 7 April 2006
  • ...shoot at it will simply stand there admiring the scenery and checking its weapon. After all, a bot needs some motivation to move around. This motivation i
    5 KB (748 words) - 17:39, 26 September 2006
  • ...imations the links seem to be able to scale and move!? Is there any rigged weapon models out there in MAX format?
    11 KB (1,478 words) - 15:22, 20 April 2007
  • ...wherever it is trying to get to. Generally, this may be armour, health, a weapon, or another pick up. Left to it's own devices a Bot will quite happily run // Calls the CanAttack() function of the current weapon to see if Other is in range
    13 KB (2,175 words) - 10:55, 18 November 2007
  • ...cle Factories and enter it, players will be unable to drive it or fire its weapon without custom modification. See '''UT2004 Bulldog Fix''' below. ====Weapon====
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...what you can't do custom Animation there either. Thus I was stuck for our weapon models so no real good animation going on....I finally gave up until later. Anyways this whole time I was doing this - I was also totally rewriting our Weapon code from scratch - we have multimode weapons in our mod - No stock support
    5 KB (975 words) - 22:24, 13 September 2004
  • *Add weapon use to bots
    3 KB (507 words) - 15:01, 3 July 2003
  • ...emo. I hope that not all maps need a int file now. What is the 3rd Super weapon that it talks about while exiting the UT2004 Demo? ...//home.earthlink.net/~pburkart/ The gametype is mostly written up and the weapon sounds are alreay done and there isnt a proble with making textures, so all
    19 KB (3,300 words) - 21:43, 14 March 2005
  • ; bool bHasFired : The bot has recently fired its weapon. ...[[Legacy:Weapon|Weapon]]'s <tt>BotFire</tt> method, which indicates if the weapon actually fired.
    10 KB (1,254 words) - 13:14, 14 November 2009
  • ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> BallLauncher}} ...o shoot the ball. When the player has the ball, he regains health via this weapon.
    2 KB (332 words) - 11:46, 3 February 2004
  • ...ng earth-shattering. The mods are directed toward providing an "alternate" weapon to each of the defaults that shipped with either game. <u>UT ModWeapons</u>: This weapon pack provides enhanced versions of the default wepons shipped with the game
    8 KB (1,099 words) - 13:37, 13 May 2004
  • ...x. This will also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc.
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...acy:AssaultPath|AssaultPath]]s, bot orders, [[Legacy:AIScript|AIScript]]s, weapon preferences or gametype rules, these goals change. ...re set up for each player model. Aggressiveness, Combat Tactics, Favorite Weapon, etc. are values used as extra impulses to alter the normal goal and path f
    11 KB (1,777 words) - 12:39, 31 October 2007
  • ...PostRender(). So, it would be more accurate to say that your first person weapon is like a part of the HUD, rather than being a part of the world. This can be solved, as Jarronis mentioned, by having the first person weapon be part of the world. However, that of course is going to be a hack and won
    50 KB (7,997 words) - 10:52, 18 November 2007
  • If you want to read more advanced code, go read the weapon source located in XWeapons/. There is everything that has to do with weapon ...references with super.DoSomething() and will find them in [[Legacy:Weapon|Weapon]].uc located in Engine/
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...AltProjectileClass". You can choose to use these functions and finish your weapon as is, but that's never as interesting as writing these routines yourself. ...heck code is not really important right now. However, you can use it for a weapon that is not supposed to run out of ammo, to give the player more ammo.
    9 KB (1,488 words) - 23:33, 24 March 2008
  • ...functions in the various classes, e.g. [[Legacy:HUD|HUD]], [[Legacy:Weapon|Weapon]], [[Legacy:GUI|GUI]] classes and [[Legacy:Interaction|Interaction]]s.
    12 KB (1,737 words) - 17:10, 21 October 2016
  • ...: UT2004 only. Only used in cache metaclasses, such as GameInfo, Mutator, Weapon, Vehicle; ignored for any non-cached class. This class modifier is used t
    11 KB (1,688 words) - 01:32, 25 October 2007
  • Other actors (some [[Legacy:Weapon (UT)|Weapon (UT)]]s and the [[Legacy:HeroStatue|HeroStatue]], for instance) implement t
    1 KB (159 words) - 12:01, 16 February 2008
  • ...p will make itself disappear and act upon the player to make him receive a weapon. Another example: triggers send out an [[Legacy:Event|event]] to other acto
    4 KB (683 words) - 09:30, 16 August 2006
  • * A weapon needs to know how many charges are left in a powerup.
    15 KB (2,447 words) - 17:45, 21 April 2007
  • ...as a result of a Weapon referencing the WeaponFire objects/fire-modes of a Weapon which has been destroyed. Does this mean Weapons delete their WeaponFire o
    14 KB (2,234 words) - 17:13, 21 December 2012
  • Bah. Nobody cares about your 1337 3dsMax renderings of 2000-poly weapon models you can't figure out how to get into the game. Put up or shut up.
    803 B (124 words) - 09:26, 11 January 2005
  • ...pon as viewed as either a pickup or 3pp, and ones which control the actual weapon behavior. Which actually makes a whole lot of sense, particularly the diff ...or less based on various previous UT implementations, mostly my own. The weapon fires a projectile which, when it lands, adds a velocity to the player whic
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...e player attempts to make the pawn perform an action (run forwards, change weapon etc). * Explicitly set bBehindView to true to remove the floating player weapon (if it appears in thrid person view).
    8 KB (1,242 words) - 00:02, 18 September 2006
  • FriendlyName="Super Weapon Bar" Description="Creates a new look and feel for the weapon bar."
    11 KB (1,595 words) - 22:43, 29 April 2021
  • |[[Legacy:Weapon (UT)|Weapon (UT)]] ...tly active. (See also the bOwnsCrosshair property in [[Legacy:Weapon (UT)|Weapon (UT)]].)
    8 KB (1,317 words) - 19:38, 4 November 2015
  • ...still, but will launch in a wider spread, making it a powerful short-range weapon, and capable of covering a wide area while retreating, but not very effecti
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ; THROWWEAPON : This command throws your current weapon to the ground. ; RELOAD : This command can be used to reload the current weapon. Not implemented in all Unreal Engine games although available for mods.
    2 KB (288 words) - 20:23, 25 August 2006
  • ...lass> with 'zone' to edit the zone your player is in, 'weapon' to edit the weapon you are holding, and 'pawn' to edit your current player. Be careful as you ...slowly dragged me down to the ground after one activation, so I think the weapon works by forcibly creating a GravityZone with a KillZone in the middle. Thi
    5 KB (837 words) - 13:47, 4 September 2014
  • ...were moving when the command was entered. You can only move in this mode; weapon fire does not work. You can, however, pick up / capture the flag in CTF and
    5 KB (797 words) - 12:52, 27 September 2007
  • ==Weapon pickups== ...lly the class name as listed above, summons the projectile that particular weapon shoots. To summon a Redeemer projectile, for example, enter ''summon xweapo
    6 KB (741 words) - 14:15, 22 October 2009
  • Object=(Name=TestPak,Class=Class,MetaClass=Engine.Weapon) ...later modification. You can start that way too. If you want to rename the Weapon classes, you have to rename the files but also the file's content. Example:
    8 KB (1,399 words) - 13:58, 16 December 2005
  • ..._Properties_For_Weapons Weapon Properties] )and relates to positioning the weapon model on screen ...>.u (see [http://wiki.beyondunreal.com/wiki/Default_Properties_For_Weapons Weapon Properties])
    6 KB (1,083 words) - 03:45, 5 August 2003
  • ...I'm pretty sure I know exactly what I have to do, I've been looking at the weapon loading class for some bits.
    5 KB (898 words) - 16:01, 31 October 2003
  • - BioRocket - '''For the new weapon''' Weapon.AttachToBone(FlashEmitter, 'tip');
    4 KB (380 words) - 01:23, 8 August 2003
  • [[Legacy:Weapon|Weapon]] -> [[Legacy:Minigun|Minigun]] ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]].
    7 KB (1,086 words) - 09:10, 8 December 2005
  • Weapon
    37 KB (1,854 words) - 16:01, 10 January 2005
  • ...is lost &ndash; and so, unfortunately, is the code to change the starting weapon. ==Step 2: Giving the Weapon to the Player==
    5 KB (804 words) - 06:44, 7 April 2010
  • ...new weapon and you want to use it in a game. To do this, we create a new weapon [[Legacy:Mutator|Mutator]] and override the CheckReplacement() function. T ==Second: Swap weapon bases/pickups/etc in CheckReplacement() ==
    6 KB (864 words) - 12:58, 3 November 2009
  • ...decided to call their maps "Battle Arena" if there is no cover and no good weapon or health placement, because then a deathmatch turns into a confused mess o This portal gun works more like the original weapon from Portal. The Portals are instant-hit, and you can manage each one separ
    12 KB (2,198 words) - 12:23, 6 February 2008
  • Configurable Weapon Lockers are placeable actors designed for UT3. Configurable Weapon Lockers are meant to address two main issues:
    9 KB (924 words) - 21:35, 8 February 2008
  • ; string DamageWeaponName : Weapon that caused this damage. ; bool bInstantHit : Done by trace hit weapon.
    8 KB (1,029 words) - 06:40, 13 June 2006
  • ...pon and player meshes. The Arena mutators thereby force the pre-caching of weapon meshes that are not even used. ...LadderInventory]], and destroys all other inventory objects. The player's weapon and selected item are set to <tt>None</tt> and the function <tt>AddDefaultI
    12 KB (1,677 words) - 18:42, 3 January 2017
  • ...&ndash; meshes seen by the player in the game that have no AI and are not weapon or inventory pickups. Many decorations are static, but a certain level of
    4 KB (636 words) - 15:38, 12 September 2006
  • ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> CustomWeapon }} ...from every class in your tree are available there as well. In the case of Weapon bJustTeleported ([[Legacy:Actor|Actor]]) and bMovable ([[Legacy:Actor|Actor
    8 KB (1,284 words) - 13:36, 25 February 2007
  • ...(the problem with this is that the original one is no longer based on the weapon, after the Destroy() call and any attempts to set it to do so fail) After s
    2 KB (402 words) - 22:05, 8 April 2016
  • ...roperties should be moved to their respective classes [[Legacy:Weapon (UT)|Weapon (UT)]], [[Legacy:TournamentWeapon|TournamentWeapon]], [[Legacy:Enforcer|Enf <font color=blue>bCanThrow=</font> if true, player can toss this weapon out<br>
    9 KB (1,393 words) - 05:14, 12 June 2010
  • ...so need to figure out how to explain to the bot that the AVRiL is the best weapon to shoot vehicles. Those bots have the 'Linkgun only" mentality and don't l My real wish was that there was an AI section on the Wiki that involved weapon creation, and how to "tell" the bots in UT2k3/4 how to use them.
    5 KB (886 words) - 07:33, 18 May 2004
  • ...rget is None). PlayerPawn's RenderOverlays also takes care of drawing the weapon and the HUD by calling their respective RenderOverlay events. &ndash; My ap
    7 KB (1,211 words) - 04:58, 20 May 2008
  • ...I guess only those 2 are handled native. Then again the attachment of the weapon which produces third person effects is also called natives (function broadc
    6 KB (1,114 words) - 09:58, 26 August 2003
  • ==Experimental code that demonstrates the modification of the fire rate of a weapon. ==
    848 B (91 words) - 05:29, 19 November 2007
  • ...y bots based on their skill level and whether or not they're using a melle weapon. Finally, the instigator's damagescaling is used to affect the final value
    5 KB (567 words) - 13:57, 2 December 2005
  • ...kin), what portrait they have in the player selection menu, their favorite weapon (in case its a bot) and of course their species type. I guess since you can
    4 KB (589 words) - 17:25, 9 March 2004
  • ...&ndash; meshes seen by the player in the game that have no AI and are not weapon or inventory pickups. Many decorations are static, but a certain level of ...)|Pawn]]s are able to "carry" a decoration if they have no weapon or their weapon's mass is less than 20, and if the decoration is both pushable and its mass
    4 KB (607 words) - 21:29, 9 May 2015
  • ...in class [[Legacy:Actor|Actor]] shows a lot of info about the player/zone/weapon. It is shown when you use the <tt>ShowDebug</tt> console command and it can
    12 KB (2,041 words) - 09:39, 6 November 2006
  • ...will add the specified weapon to your inventory and select it. A list of weapon class names for use with this command is given below. ===Weapon List ===
    5 KB (654 words) - 15:25, 4 June 2005
  • ...[[Legacy:Pawn (UT)|Pawn (UT)]]'s Died function or the [[Legacy:Weapon (UT)|Weapon (UT)]] class the killer was holding while his victim died.
    1 KB (171 words) - 11:14, 13 May 2003
  • ...r DA again. Mainly weapon stuff - the really bad thing in UT2003. UT2003's weapon code is a good example for how it shouldn't be done IMO.
    13 KB (2,400 words) - 18:16, 29 October 2003
  • *Weapon replaces the shield gun (for simplicity, see below) *Will not replace pickups (player will spawn with the weapon and decent ammo, for simplicity)
    6 KB (1,023 words) - 14:09, 9 November 2003
  • ...gather a resource to have enough to obliterate the other team with a super weapon. The team that collects it the fastest as well as kills the most players w
    5 KB (1,021 words) - 12:12, 29 January 2004
  • * [[Legacy:Weapon (DX)|Weapon (DX)]]
    7 KB (1,040 words) - 10:42, 25 November 2006
  • ; DoneReloading( DeusExWeapon weapon ): ; Reloading( DeusExWeapon weapon , float reloadTime ):
    24 KB (2,192 words) - 20:35, 28 November 2006
  • *'''Weapon 1''' - Description and details about the ranges, firing method, purpose, da *'''Weapon 2''' - Description and details about the ranges, firing method, purpose, da
    9 KB (1,541 words) - 18:56, 10 March 2004
  • ...hread.php?s=513aa85442de33e028645a2ee0b89972&threadid=326876 Thoughts on a weapon selector switch]
    8 KB (1,108 words) - 13:23, 19 August 2005
  • ...tator''' &rarr; Exposes internal settings for all built-in weapons. Alter weapon damage, ammo consumption, blast radii, projectile velocity...
    2 KB (339 words) - 13:15, 31 August 2004

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