Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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  • ...in the level will not receive the Destroyed() event, with the exception of PlayerController and Pawn actors.
    14 KB (2,234 words) - 17:13, 21 December 2012
  • ...r|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> Camera (Package: Engine)}}
    575 B (64 words) - 09:56, 6 October 2003
  • ...do it more than once. A good example is found in [[Legacy:PlayerController|PlayerController]]'s '''''Dead''''' state:
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...ts. Before we go any further lets recap on a few of the attributes of the PlayerController. ...the player. The pawn class occupied by the player makes callbacks to the PlayerController in use to determine what should happen when the player attempts to make the
    8 KB (1,242 words) - 00:02, 18 September 2006
  • <uscript>PlayerController.Player.interactionMaster.AddInteraction( PlayerController.Player);
    11 KB (1,595 words) - 22:43, 29 April 2021
  • [[Legacy:Interaction|Interaction]]s created from a [[Legacy:PlayerController|PlayerController]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You ...troller is always a spectator, if that makes a difference, and I check for PlayerController.Player.InteractionMaster every 2 seconds using a timer. The player is creat
    4 KB (545 words) - 00:17, 1 December 2004
  • local PlayerController PC; PC = PlayerController(Owner);
    2 KB (221 words) - 16:53, 25 January 2004
  • ...ortant: [[Legacy:AIController|AIController]] and [[Legacy:PlayerController|PlayerController]]. [[Legacy:Controller Overview|Controller Overview]] covers this in more d +- Engine.[[Legacy:PlayerController|PlayerController]]
    13 KB (1,700 words) - 09:30, 28 March 2007
  • ...easily create new commands to alias to, unless things like PlayerInput or PlayerController, which doesn't really seem good for a little Mutator to grab two keys.
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ...an example function, called within a subclass of [[Legacy:PlayerController|PlayerController]], that creats this order, and tells the pawn to execute it. if(c.IsA('PlayerController'))
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...efault value for this is not set although Engine.[[Legacy:PlayerController|PlayerController]] (UnrealGame.[[Legacy:DeathMatch|DeathMatch]] specifies xGame.[[Legacy:XPl ...n this is the class you need to replace. The default value set within the PlayerController class is Engine.[[Legacy:CheatManager|CheatManager]].
    6 KB (872 words) - 14:29, 7 December 2005
  • .../>stripped down version of Tanus'. Finally the UnitPress() function in the playercontroller still needs tweaked.<br /> var PlayerController PlayerOwner;
    10 KB (1,156 words) - 16:55, 21 January 2005
  • ...y CameraEffect object can be added as often to a [[Legacy:PlayerController|PlayerController]]'s CameraEffects array as you want without breaking anything. ...ects is to find an existing CameraEffect of the desired class in the local PlayerController's CameraEffects array and use that. If there isn't any, just fetch one from
    4 KB (398 words) - 18:07, 13 January 2005
  • PlayerController
    37 KB (1,854 words) - 16:01, 10 January 2005
  • ...lBreak]]. When Touch() is called, the triggering [[Legacy:PlayerController|PlayerController]]'s viewpoint will be changed to an outside view as defined in the actor's
    2 KB (281 words) - 11:01, 18 November 2007
  • Object within [[Legacy:PlayerController|PlayerController]] that defines "cheat" commands.
    1 KB (131 words) - 08:27, 10 June 2004
  • ...rol|AccessControl]] and [[Legacy:Mutator|Mutator]]s; spawns the PlayerPawn/PlayerController or rejects player, sets player name, spectator, admin login, other stuff: ## If bDelayedStart is true, the PlayerController enters the PlayerWaiting state.
    3 KB (440 words) - 18:46, 15 October 2010
  • local PlayerController PC; PC=PlayerController(x.Controller);
    4 KB (467 words) - 21:45, 4 August 2003
  • function PerformMove(PlayerController PC, vector Accel, float DeltaTime) { local PlayerController PC;
    12 KB (1,235 words) - 05:28, 19 November 2007
  • ...lets add another chalange. So I said to myself "Don't subclass Gameinfo or PlayerController or Pawn" and... I didn't :) It was quite a trick for me because I was used
    7 KB (1,310 words) - 13:42, 27 August 2004
  • ; StandalonePlayer (PlayerController) :
    5 KB (567 words) - 13:57, 2 December 2005
  • ...''''' - but unfortunately it's a more annoying because you need a specific PlayerController to send it to.
    12 KB (2,041 words) - 09:39, 6 November 2006
  • Tested only with "Object", "Actor" and "Playercontroller": ...tors with parameters, ignores method bodies. I found a "event function" in PlayerController - wtf ? Still - I changed grammar to match them too.
    13 KB (2,400 words) - 18:16, 29 October 2003
  • This is defined in TUCPlayer (extends PlayerController) so as far as I can see it should work. It hits Static meshes correctly so
    22 KB (3,439 words) - 19:17, 20 September 2004
  • PlayerController(C).ClientMessage("Seed Mode activated"); PlayerController(C).ClientMessage("Seed Mode deactivated");
    11 KB (1,085 words) - 16:34, 15 April 2006
  • '''Wormbo:''' PlayerController already uses the concept of extending states within the sme class with Base
    7 KB (969 words) - 09:56, 24 April 2006
  • * the local [[Legacy:PlayerController|PlayerController]] '''VerteX''' well, i subclassed CheatManager, hooked it up so it modifies PlayerController and sets the game's cheat manager to MyCheatManager, then i tried my cheat
    4 KB (593 words) - 03:29, 18 October 2008
  • The only accessable consolecommands (Level.ConsoleCommand and PlayerController.ConsoleCommand) only have some basic working commands, and no feedback if a ...ions on a server, I don't have a viewport (Player instance) and spawning a PlayerController doesn't give me a viewport.
    15 KB (2,477 words) - 02:28, 3 March 2004
  • PlayerController(Instigator.Controller).ClientPlaySound(LockOnSound); PlayerController(Instigator.Controller).ClientPlaySound(LockBrokenSound);
    13 KB (1,142 words) - 23:47, 25 October 2007
  • * bShowInventory in AdvancedPawn (WHY not playercontroller? argh) causes the weapon-info to be displayed in HUD, and has nothing to do ...the command line the user used to connect with. Expects a return type of PlayerController.
    13 KB (2,154 words) - 10:53, 29 November 2009
  • local PlayerController PC; local PlayerController PC;
    10 KB (841 words) - 01:10, 5 November 2007
  • ...ad to struggle with this because a lot of configuration stuff is stored in playercontroller/player/playerreplicationinfo, which I don't use except as a glorified camer ...most of the functionality into the "HumanPlayer" class. (something akin to playercontroller)
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...r|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> [[Legacy:FPSPlayer|FPSPlayer]]}} Intermediate between the engine's [[Legacy:PlayerController|PlayerController]] and [[Legacy:Postal 2|Postal 2]]'s [[Legacy:P2Player|P2Player]].
    696 B (80 words) - 16:26, 28 May 2004
  • ; SendPlayerEx([[Legacy:PlayerController|PlayerController]] Player, string URL, ETravelType TravelType, ETravelItems TravelItems): Se
    6 KB (808 words) - 05:15, 18 October 2004
  • ; bool bAllowBehindView : ''True'' if the [[Legacy:PlayerController|PlayerController]] is allowed to view their [[Legacy:Pawn|Pawn]] from behind and ''false'' i ; bool bCanViewOthers : ''True'' if a [[Legacy:PlayerController|PlayerController]] is able to view other players in spectator mode and ''false'' if they are
    34 KB (4,705 words) - 13:54, 7 April 2008
  • ...tt>Level.GRI</tt> or [[Legacy:Netcode Idioms|local PlayerController]] (<tt>PlayerController.GameReplicationInfo</tt>), ''not'' from <tt>Level.Game.GameReplicationInfo<
    5 KB (650 words) - 11:09, 9 January 2006
  • ...ates a guided missle type attack. Control may or may not be passed to the PlayerController to affect its trajectory and otherwise control its impact. Likewise, the p
    4 KB (675 words) - 11:03, 13 November 2005
  • ...mands|console commands]] and to access the local [[Legacy:PlayerController|PlayerController]] which in turn provides access to all other available actors.
    5 KB (628 words) - 12:39, 21 November 2005
  • ...s you'll have several you want to differentiate between.) Then we get our playercontroller and call the function on it. Simple!
    6 KB (903 words) - 05:40, 24 March 2009
  • ; [[Legacy:PlayerController|PlayerController]] PlayerOwner :
    6 KB (653 words) - 21:03, 17 December 2005
  • ...unctions there (or simply do it easier by changing them directly in Engine.PlayerController). The reason I told you to use an Input class is that the input moments are ...s, I can't exactly make that work. Here's what I've got so far. A custom PlayerController with some game related variables but also a call to Player.GUIController to
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ServerPredictedStartFire( Mode, PredictionReplicationInfo(PlayerController(Instigator.Controller).GameReplicationInfo).PackageTimeStamp ); Finally you need a new Gametype or Mutator to replace the Pawn and PlayerController with out custom ones, use the new GameReplicationInfo class and make sure t
    18 KB (2,367 words) - 08:51, 11 April 2006
  • * [[Legacy:PlayerController|PlayerController]].Fire
    1 KB (218 words) - 12:40, 8 August 2005
  • if ( class'PlayerController'.Default.bSmallWeapons ) if ( class'PlayerController'.Default.bSmallWeapons )
    11 KB (1,298 words) - 18:30, 22 July 2007
  • local PlayerController PC; foreach class'Object'.AllObjects(class'PlayerController', PC) {
    33 KB (4,858 words) - 01:51, 9 June 2007
  • |set playercontroller bZeroRoll False <nowiki>|</nowiki> set playercontroller rotation (pitch=0,yaw=0,roll=16384) |set playercontroller bZeroRoll False <nowiki>|</nowiki> set playercontroller rotation (pitch=0,yaw=32768,roll=-16384)
    11 KB (1,627 words) - 15:19, 19 August 2012
  • ...ting An Interaction From A PlayerController|Creating An Interaction From A PlayerController]],
    6 KB (943 words) - 22:37, 4 August 2007
  • ...rs are serverside. They only have a Mutate function which is called by the PlayerController's exec function Mutate which in turn is always replicated to the server.
    9 KB (1,223 words) - 09:15, 7 May 2007
  • ...() or in general in any and all functions which are called right after the PlayerController is first spawned, such as PostBeginPlay() and RestartPlayer(). If I create ...r that var and if true call the Server -> Client replicated function in my PlayerController class. Still no luck.
    3 KB (558 words) - 15:30, 11 April 2004
  • ; bool CanSpectate( [[Legacy:PlayerController|PlayerController]] Viewer, bool bOnlySpectator, Actor ViewTarget ) : ; [[Legacy:PlayerController|PlayerController]] Login ( string Portal, string Options, out string Error ) :
    9 KB (1,118 words) - 09:24, 27 January 2007
  • ; ClientKDriverEnter( [[Legacy:PlayerController|PlayerController]] PC ) (simulated, replicated to client) : Driver enters, called also on cl ; ClientKDriverLeave( [[Legacy:PlayerController|PlayerController]] PC ) (simulated, replicated to client) : Driver leaves, called also on cl
    4 KB (502 words) - 13:51, 17 January 2006
  • ...a keypress interaction seems to be in the InitInputSystem() event of your PlayerController subclass. For example: event PostLogin(PlayerController NewPlayer){
    13 KB (1,993 words) - 12:37, 27 September 2005
  • if (PlayerController(controller) != none) ...d) + (vect(0,1,0) * PlayerController(Controller).aStrafe) + (vect(0,0,1) * PlayerController(Controller).aUp)) / 6000) >> rotation;
    26 KB (3,062 words) - 09:32, 17 April 2010
  • ; ClientKDriverEnter ([[Legacy:PlayerController|PlayerController]] pc) [simulated, replicated to client] : Driver enters, called also on cli ; ClientKDriverLeave ([[Legacy:PlayerController|PlayerController]] pc) [simulated, replicated to client] : Driver leaves, called also on cli
    4 KB (592 words) - 00:51, 23 January 2005
  • if (PlayerController(Controller) != None) PlayerController(Controller).ClientPlaySound(CantOpenDoorSound);
    7 KB (983 words) - 14:06, 6 October 2007
  • The [[Legacy:PlayerController|PlayerController]] function ReceiveLocalizedMessage() is used to send messages to a specific ; ClientReceive ([[Legacy:PlayerController|PlayerController]] P, optional int Switch, optional [[Legacy:PlayerReplicationInfo|PlayerRep
    7 KB (807 words) - 20:09, 13 April 2007
  • ; [[Legacy:PlayerController|PlayerController]] LocalPlayerController : ; [[Legacy:PlayerController|PlayerController]] ReplicationViewer (const) :
    10 KB (1,281 words) - 16:27, 13 August 2009
  • function Mutate(string MutateString, PlayerController Sender)
    1 KB (172 words) - 02:36, 31 July 2003
  • ; PlayerController LeaveVoiceChat : Unknown - possibly XBox voice related ; PlayerController ChanveVoiceChatter(int IPAddr, int Handle, bool Add) : Unknown - possibly X
    8 KB (1,205 words) - 16:55, 3 December 2010
  • ; BecomeViewTarget( ): Called by PlayerController when this actor becomes its ViewTarget.
    54 KB (7,693 words) - 04:06, 20 February 2007
  • ...(Other.Controller != none && PlayerController(Other.Controller) != none && PlayerController(Other.Controller).Player != none && PlayerController(Other.Controller).Player.InteractionMaster != none)
    11 KB (1,273 words) - 09:22, 6 November 2006
  • ...ng the mid-game menu in UT2003 requires a custom [[Legacy:PlayerController|PlayerController]] subclass...
    92 KB (15,242 words) - 07:57, 3 December 2009
  • ;function Mutate(string Command, PlayerController Sender): Called when a player enters "mutate <command>" at the game console
    8 KB (1,304 words) - 08:45, 13 June 2010
  • local PlayerController pc;
    9 KB (1,300 words) - 19:49, 19 September 2006
  • ...or a light. I coded the projector's rotation and other properties into the playercontroller, as well as an exec function to turn the light on and off. However, the dyn 3. Maybe it's because I coded the projector into the playercontroller, but I found that during gameplay the framerates drop to next to nothing on
    30 KB (5,402 words) - 01:47, 6 July 2010
  • ...I had to replace pretty much every major class to make this work. (Pawn, PlayerController, Flags, HUD, AI, Console...)
    15 KB (2,651 words) - 17:02, 30 November 2004
  • '''EntropicLqd:''' A rather odd idea inspired by the PlayerController class and the Scooby Doo movie that my eldest inflicted upon me last night.
    3 KB (515 words) - 11:17, 6 July 2004
  • local PlayerController PlayerOwner; ...ometry. On a side note I'm trying to implement a similar function within a PlayerController class and having little to no success, even though the code is the same ;)
    3 KB (352 words) - 10:47, 24 November 2003
  • local PlayerController PC; PC = PlayerController(C);
    19 KB (2,241 words) - 02:50, 24 August 2005
  • My progress thus far has been with editing the PlayerSpidering state of the Playercontroller, and here is most of my code thus far. UpdateRotation is mostly the same as in PlayerController.uc, except for a bit of math, that being in the middle of the function, no
    8 KB (861 words) - 17:34, 11 June 2005
  • ...of the controller classes. Well, it is, but I was able to "hack into" the PlayerController class without actually subclassing it: var PlayerController Controller;
    10 KB (1,477 words) - 09:54, 31 August 2005
  • if (PlayerController(Instigator.Controller) != none) PlayerController(Instigator.Controller).ReceiveLocalizedMessage(class'NapalmAmmoChangeNotifi
    41 KB (4,700 words) - 01:04, 2 July 2005
  • local PlayerController PC;
    8 KB (740 words) - 22:25, 10 December 2005
  • ...callyControlled() && (PlayerController(Instigator.Controller) != None) && !PlayerController(Instigator.Controller).bBehindView);
    9 KB (1,001 words) - 04:53, 9 October 2004
  • ...player has control of, thus the immediately obvious ones are ones such as PlayerController. Now, what we need to do is to monitor this value. We don't have to do anyt ...the input variable in the PlayerTick function which is of course in my own PlayerController class.
    4 KB (639 words) - 07:14, 31 October 2004
  • function Mutate( string MutateString, PlayerController Sender )
    18 KB (2,774 words) - 10:40, 20 June 2004
  • simulated function ClientKDriverLeave(PlayerController PC) simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotat
    64 KB (5,517 words) - 17:18, 19 May 2006
  • local PlayerController PC; PC = PlayerController(C);
    5 KB (402 words) - 15:35, 5 January 2003
  • ==Finding the Local PlayerPawn or PlayerController== ...have a function to get the local PlayerController which actually uses the PlayerController/DynamicActors combo (and stores the local controller for later use too):
    5 KB (661 words) - 02:14, 5 May 2007
  • PlayerController(Controller).ForceDeathUpdate();
    8 KB (1,126 words) - 20:11, 19 December 2005
  • You can specify a new [[Legacy:HUD|HUD]], [[Legacy:PlayerController|PlayerController]], game name, and other things in here, but we'll go into that later. ...looking at is: [[Legacy:Actor|Actor]]->[[Legacy:Controller|Controller]]->[[PlayerController]->[[Legacy:UnrealPlayer|UnrealPlayer]]->[[Legacy:XPlayer|xPlayer]].
    14 KB (2,251 words) - 07:07, 2 January 2004
  • ; simulated function ClientKDriverLeave(PlayerController PC) :
    2 KB (232 words) - 21:40, 7 July 2007
  • ...ntPlayForceFeedback( String EffectName ) (simulated) : Verify It's a Valid PlayerController And Get TO IT ; StopForceFeedback( String EffectName ) (simulated) : Verify It's a Valid PlayerController and Get TO IT
    12 KB (1,384 words) - 13:59, 31 December 2005
  • ;simulated SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotat
    3 KB (307 words) - 10:49, 10 November 2006
  • function bool SetPowerLinkSetup(string SetupName, PlayerController Caller) if (PlayerController(GameReplicationInfo.PRIArray[i].Owner) != None && ONSPlayerReplicationInfo(
    37 KB (3,624 words) - 06:21, 22 November 2007
  • ; [[Legacy:PlayerController|PlayerController]] Actor (transient const) : The PlayerPawn actor controlled by this player.
    2 KB (176 words) - 02:10, 3 May 2004
  • ...ends a [[Legacy:GameMessage|GameMessage]] to all [[Legacy:PlayerController|PlayerController]]s of the NameChange.
    8 KB (1,098 words) - 23:34, 24 October 2006
  • ...y be in different classes (e.g. PlayerTick is in [[Legacy:PlayerController|PlayerController]])
    3 KB (463 words) - 02:14, 6 October 2009
  • local PlayerController PC; foreach DynamicActors(Class'PlayerController', PC) {
    8 KB (1,185 words) - 13:54, 21 December 2002
  • ; name LandMovementState : A state of the [[Legacy:PlayerController|PlayerController]] or a derived class which is applied when the player is not within a water ; [[Legacy:PlayerController|PlayerController]] LastRealViewer :
    19 KB (2,341 words) - 23:41, 22 May 2015
  • simulated function ClientKDriverEnter(PlayerController pc) simulated function ClientKDriverLeave(PlayerController pc)
    21 KB (2,560 words) - 20:54, 17 September 2003
  • ...s which i currently have just laying about in my [[Legacy:PlayerController|PlayerController]] class. Does anyone have any suggestions of a better place to put them wh ...t going to be using them in other classes, you could just keep them in the playercontroller class. Optionally, you can use the static function library method and use a
    12 KB (1,804 words) - 15:48, 11 September 2005
  • ...|Object]] >> [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> PlayerController (Package: Engine)}} ; bool bPendingDestroy : when true, playercontroller is being destroyed
    22 KB (2,672 words) - 13:53, 10 June 2006
  • ...ayerController''' and '''PlayerInput''' uses the following variables in '''PlayerController''' as the player's input. The [[Legacy:PlayerController|PlayerController]] class applies the inputs processed by the [[Legacy:PlayerInput|PlayerInpu
    3 KB (411 words) - 16:03, 6 April 2006
  • ...iew : Use the projectile's SpecialCalcView function instead of letting the playercontroller handle the camera
    3 KB (318 words) - 11:51, 23 January 2006
  • local PlayerController PC;
    803 B (64 words) - 03:31, 28 May 2004
  • ...r|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> [[Legacy:FPSPlayer|FPSPlayer]] >> [[Legacy:P2Player|P2Player]]}} [[Legacy:Postal 2|Postal 2]]'s version of the [[Legacy:PlayerController|PlayerController]]. Contains most player-related functions.
    3 KB (358 words) - 16:46, 28 May 2004
  • 1. You bind QuickSave() (Playercontroller.uc) to a key. This will save the game to slot 9. 1. You bind QuickLoad() (PlayerController.uc) to a key for load the savegame from slot 9.
    3 KB (405 words) - 10:22, 30 November 2004
  • local PlayerController PC; local PlayerController PC;
    8 KB (769 words) - 06:31, 22 July 2004
  • ; [[Legacy:P2Player|P2Player]] GetPlayer(): Returns P2Player version of the PlayerController.
    5 KB (709 words) - 00:30, 15 May 2005

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