My program doesn't have bugs. It just develops random features.

Search results

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Page title matches

  • ...Also, check out [[Legacy:Basic_Procedure|Basic_Procedure]] for directions on tasks commonly performed when mapping. * [[Legacy:Gameplay|Gameplay]] – Super topic on concepts and elements of satisfying game design
    16 KB (2,421 words) - 17:36, 14 February 2008

Page text matches

  • ...ecture is about creating an environment for players to move about in. Here on the Unreal Wiki we've pretty much split the topic between ''technique'' (th This method still exists in UT2003/4, but there's now an extra layer on top of this: [[Legacy:Static Mesh|static mesh]]es. These are hardware-cache
    2 KB (274 words) - 21:18, 1 December 2006
  • This is the current hierarchy for script support on the wiki. ...ealScriptedSequence|UnrealScriptedSequence]] – Using ScriptedActions on Pawns
    7 KB (972 words) - 06:56, 8 January 2011
  • ; bool bNoReturn : By default, bots will use this path on the return from the objective. Set to true to prevent this behaviour. * [[Legacy:Topics On Mapping|Topics on Mapping]]
    3 KB (364 words) - 10:48, 17 April 2006
  • ...to read some of the other [[Legacy:Mapping Lessons|more basic tutorials]] on map building before tackling this one. ...ply click on the link to be taken to a page with more detailed information on how to accomplish that sort of task.
    5 KB (797 words) - 08:23, 13 August 2007
  • This is an introductory tutorial on Basic Bot Pathing, aka Pathing. To better understand the concepts and elem ...need to [[Legacy:Rebuild|Rebuild]] your paths (use the Build Paths button on the [[Legacy:Toolbar|Toolbar]]) for any changes you make to take effect. W
    9 KB (1,425 words) - 12:59, 16 August 2010
  • ...Holes, I have conducted an exhaustive search of past Editing Forum threads on the subject and assembled the most practical and informative posts into an ...ansparent polygons and HOMs (Hall of Mirror effect) ... HOMs are BSP holes on the outer parts of the map where you would see the Grid in the editor ... )
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ..., which the mapper shapes and edits before using it to imprint a new brush on the world. Technical specifics on the objects and tools used in creating architecture.
    3 KB (456 words) - 07:02, 26 November 2006
  • ...work for ''everybody''. Perhaps you could mark the places that go Matrixy on you so we could try to improve them :) check out [[Legacy:Topics On Mapping|Topics on Mapping]] for a more in depth listing of tutorials.
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...hings like funky tricks with movers might to to get a link here as well as on the [[Legacy:Mover Topics|Mover Topics]] page. ...acy Mapping]]<br />[[:Category:Legacy To Do]] &ndash; Organize with Topics on Mapping. General organization of pages under this category.
    3 KB (440 words) - 12:03, 14 November 2005
  • ...g has over distance fog is that emitter-based fog can move and creep about on your level. See below. ...g has over distance fog is that emitter-based fog can move and creep about on your level. Emitter fog is created by simply making an [[Legacy:Emitter|Emi
    4 KB (754 words) - 20:23, 28 November 2006
  • A number of mods have dedicated pages on the wiki: * [[Legacy:Topics On Mapping|Topics On Mapping]]
    4 KB (621 words) - 12:50, 30 August 2006
  • Here's what [http://www.wikipedia.com Wikipedia] has to say on starting new pages: ...es will determine, to some extent, how likely it is other people will work on it. Examples:
    4 KB (728 words) - 18:02, 20 January 2006
  • ...involvement. A game should allow each player to have a significant impact on the game. In CTF, if a defender simply stops playing then the flag is at r ...nknown items, situations or events. A fundamental human need that is based on the idea that there is a possibility for better conditions or circumstances
    4 KB (711 words) - 14:13, 4 November 2005
  • ...o the Unreal Wiki. The Unreal Wiki is dedicated to gathering documentation on the Unreal Engine. Not only can you browse the large quantity of material a ...e they follow each and every of the processing-intensive maintenance links on the Wiki that are used seldomly by real people. Don't say you haven't been
    5 KB (777 words) - 04:12, 4 November 2009
  • ...o the Unreal Wiki. The Unreal Wiki is dedicated to gathering documentation on the Unreal Engine. Not only can you browse the large quantity of material a ...e they follow each and every of the processing-intensive maintenance links on the Wiki that are used seldomly by real people. Don't say you haven't been
    5 KB (777 words) - 17:18, 19 June 2009
  • .... Place too much and players will not be vulnerable enough to score kills on each other. Place too little and player will die too easily to enjoy the m ...al health powerup should be available to players who need it. Place these on the outside of major battle areas, or places that players may want to other
    12 KB (2,033 words) - 21:47, 23 September 2006
  • Invasion is a Team Game, but not in the conventional style. Every player is on the same team (red) whose goal is to survive waves of attacking Monsters. * [[Legacy:Topics On Mapping|Topics on Mapping]]
    9 KB (1,118 words) - 09:24, 27 January 2007
  • ...ics On Mapping|Topics on Mapping]] and [[Legacy:Topics On Materials|Topics on Materials]] as hubs, so either: # this page should become [[Legacy:Topics On Lighting|Topics on Lighting]]
    4 KB (657 words) - 18:08, 11 May 2015
  • ...ngth as the room, and 32 high. Subtract this to create a change in texture on the wall and make the room brush smaller too so they don't overlap. * [[Legacy:Topics On Mapping|Topics on Mapping]]
    3 KB (430 words) - 00:35, 29 November 2007
  • ...nerbox| Nothing is worse than running with the flag and then getting stuck on a little decorative rock that looks so nice and pretty sitting there, but i A dead end can either enhance or ruin a map depending on the situation. Dead ends can provide a focus point for combat if they are
    13 KB (2,137 words) - 13:17, 27 September 2013
  • ...making a simple map that you'll be able play in the game. The emphasis is on getting things done: concepts are explained briefly but can be skipped, and ...basics, you might want to check out the [[Legacy:Topics On Mapping|Topics On Mapping]] page.
    4 KB (603 words) - 06:33, 22 February 2008
  • ...] is the quality of the map that keeps the player interested, engaged and "on their toes". It can also describe the smoothness of gameplay a map deliver ...n textures. See [[Legacy:Texture Cull|Texture Cull]] for more information on culling textures.
    9 KB (1,470 words) - 16:18, 6 April 2006
  • ...ou can make the arena style like DM-Fractal where you must focus your flow on keeping the possiblity of fragging from every angle all while maintaining a ...ts should be present depending on the max players for the map. If you plan on allowing 5 max players, then place down at least 7-8 players start. It's go
    9 KB (1,617 words) - 17:51, 27 September 2007
  • ...aps, there are 3 control points - but you can have more or less, depending on the type of map you are making. A team gains control over a control point * Points that are very hard to defend such as anything on "DOM-MetalDreams".
    4 KB (754 words) - 14:32, 18 November 2005
  • ...pture the Flag (CTF):''' Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both flags to their ...on the map and few (if any) dead ends. CTF maps on the other hand thrive on natural choke points and have, by their very nature, at least two dead ends
    13 KB (2,334 words) - 10:50, 28 May 2007
  • ...st below will now show a scene. Select the newly created scene by clicking on that scene in the list box. ...tton, then an Interpolation Point will be added at the center of the view. On the other hand if the 3D-view is active and you push the button, then an In
    8 KB (1,377 words) - 08:16, 3 November 2012
  • ...Placing the scoring hoop at the end of a long thin ramp with certain death on either side is also fine. Currently there can be only one of these on a level. At the start of each round (or when the ball is reset) this is th
    6 KB (943 words) - 22:11, 28 December 2005
  • ...er in the bottom. The redeemer, ion painter, and the lightning gun will be on a near impossible-to-get-to butte in the middle of the canyon. You will use |A 1 on 1 Tower type map with multiple levels that you can ascend to when both of y
    7 KB (1,045 words) - 10:18, 8 February 2008
  • * [[Legacy:Map Ideas|Map Ideas]] &ndash; The Wiki page on map ideas. ...an approximate scope for this map based on it's goal and theme; make notes on map size, suggested player count, game objectives, etc.
    12 KB (2,012 words) - 20:35, 5 July 2011
  • ...actor of the class TeamActivatedTrigger. Specifics on this actor are given on the [[Legacy:Jailbreak/Classes|Jailbreak/Classes]] page. ...tant as in CTF: players will only spawn there at the start of the game and on release from the arena. At all other times they spawn in jail and walk out
    16 KB (2,592 words) - 02:14, 3 November 2009
  • ...the time being. If you'd like to add anything to it, please leave a note on [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Discussion]]. Design for Unreal maps focuses on elements that appeal to the player and that entice the player to explore th
    9 KB (1,524 words) - 12:07, 13 May 2008
  • ...aged to lose this somewhere along the way. Much criticism has been heaped on the maps that shipped with the game. Indeed as I consider the maps that sh ...ning. Superfist just sounds so fast, it's responsible for most of the wear on my car's back tires. :P
    12 KB (2,145 words) - 11:27, 24 December 2005
  • * [[Legacy:Topics On Mapping|Topics on Mapping]]
    3 KB (474 words) - 15:28, 17 December 2005
  • ...ticular [[Legacy:Gametype|gametype]] is determined by the '''map prefix''' on the filename. So if you want a map to appear in the game interface, its fil ...cause of its case insensitive match but the web server will not. Depending on server settings this will result in either a stream download (slow) or a re
    2 KB (239 words) - 17:08, 12 September 2006
  • ...get stuck on some trivial decoration&ndash;then it's not just a "lame bit" on your map, it's a serious inbitor to gameplay. Most deathmatch map, but especially 1-on-1 deathmatch maps, are based on a series of major and minor nodes. If you run around in them it's pretty ea
    5 KB (896 words) - 16:11, 18 December 2005
  • ...ture the Flag (VCTF):''' Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both flags to their ...bots will ride a tank or leviathan on top of their flag to defend and camp on it.
    12 KB (2,038 words) - 20:44, 11 April 2012
  • * Vehicles allow players to cover ground much faster than they can on foot. The location of the Power Nodes on the map is one of the crucial factors to how fast or slow your map will pla
    14 KB (2,436 words) - 19:48, 12 February 2009
  • ...four objectives if you are locked behind the fifth... You can put triggers on the other side of objectives that once reached are triggered, or you can ma ...ou want him to take a different route, you will place an AssaultRandomizer on the shorter path someplace where he can not get around it by addtitional pa
    9 KB (1,482 words) - 21:36, 4 January 2006
  • ...torial|Assault Mapping Tutorial]] which is a fairly comprehensive tutorial on making assault maps. ...so it is as if it was never there. When the door shuts again it turns back on. This is very useful if you have a lot of indoor-outdoor areas.
    5 KB (932 words) - 18:53, 5 February 2009
  • Depending on whether you want images for the map thumbnail or action shots, bots are a c ...code>togglescreenshotmode</code> command at the console to toggle all HUDs on and off.
    8 KB (1,342 words) - 07:02, 13 September 2006
  • ...he left) and one which displays the issue (on the right). Double-clicking on an actor in the left column performs the same function as finding one in th Note that the error messages listed below consist of the text that appears on the right-hand column of the Rebuild Error Dialogue, or in the Map Check di
    7 KB (1,257 words) - 00:47, 3 August 2007
  • ; vector MaxPathSize : Maximum distance to any other navigation point on the map. ...[event] : Value of this path to take a quick detour. (usually 0, used when on route to distant objective, but want to grab inventory for example)
    10 KB (1,300 words) - 07:39, 27 July 2007
  • * There are general [[Legacy:Topics On Mapping|Topics on Mapping]]
    1 KB (166 words) - 15:50, 13 January 2005
  • ...the button. Shows the prefab in full textured view in the preview window on the right. ...an create a prefab of it. If you have a room that you spent a lot of work on and it is completely textured, you can create a prefab of it so that you do
    6 KB (954 words) - 12:35, 8 January 2006
  • ...[[Legacy:PlayerStart|PlayerStart]] actors, which mark player spawn points on a map, can be a tricky task. Most importantly, if there are not enough sta ...ping should be discouraged through design. Here are some general thoughts on designing to discourage spawn camping.
    10 KB (1,724 words) - 14:55, 31 May 2007
  • ...ed that UnrealEd operates much better when the ''Snap to Grid'' feature is on. * Right-Click on it.
    5 KB (780 words) - 09:12, 12 February 2009
  • * [[Legacy:Topics On Mapping|Topics On Mapping]] ...h the cylinder. Map Error Check says "PlayerStart4 Navigation point is not on valid base, or to close to steep slope". The cylinder is at least 1000 UU i
    4 KB (673 words) - 13:18, 1 January 2006
  • The following brief explaination on StallZ has been duplicated from the following tutorial from psyonix.com : [ * [[Legacy:Topics On Mapping|Topics on Mapping]]
    3 KB (413 words) - 13:31, 20 December 2005
  • * [[Legacy:Topics On Mapping|Topics on Mapping]]
    652 B (80 words) - 17:28, 25 November 2006
  • ...Also, check out [[Legacy:Basic_Procedure|Basic_Procedure]] for directions on tasks commonly performed when mapping. * [[Legacy:Gameplay|Gameplay]] &ndash; Super topic on concepts and elements of satisfying game design
    4 KB (537 words) - 14:46, 31 May 2007
  • ...etypes to do things like [[Legacy:Bot Support|Bot Support]], with settings on [[Legacy:GameObjective|GameObjective]]s, etc., [[Legacy:PlayerStart|PlayerS * On some GameObjectives, properties are defined as Defender TeamIndex or Attack
    3 KB (481 words) - 18:34, 22 November 2006
  • ...the position of the terrain. Therefore it's a good idea to set this actor on-[[Legacy:Grid|grid]]. Do [[Legacy:Actor Context Menu|Actor Context Menu]] - * [[Legacy:Topics On Mapping|Topics On Mapping]]
    5 KB (786 words) - 14:30, 16 December 2005
  • ...pedia:virtual machine]] similar to the [[Wikipedia:Java virtual machine]], on which runs... * [[Legacy:Topics On Modeling|Topics On Modeling]]
    3 KB (456 words) - 07:45, 29 August 2013
  • ...[:Category:Legacy Troubleshooting]] for other FAQ or troubleshooting pages on the Unreal Wiki. ;# You'll find other sites listed on [[Legacy:External Links|External Links]]
    20 KB (3,360 words) - 06:39, 12 April 2012
  • * [[Legacy:Actor Properties Window|Actor properties window]] (also F4 and on the [[Legacy:Toolbar|toolbar]]) * [[Legacy:Surface Properties Window|Surface properties window]] (also F5 and on the [[Legacy:Toolbar|toolbar]])
    3 KB (464 words) - 12:55, 14 December 2007
  • ...game may be an FPS, while another may be a space sim with several planets on an entire map. Each game picks a scale to work at: the size of players and * [[Legacy:Topics On Mapping|Topics on Mapping]]
    4 KB (570 words) - 13:43, 30 July 2011
  • ...lEd'''. See [[Legacy:UnrealEd Versions|UnrealEd Versions]] for information on patching your game to get the latest version of the editor. ...start my map to test it... things go wrong : see the troubleshooting guide on [[Legacy:Playtest|Playtest]]ing.
    8 KB (1,313 words) - 14:10, 19 September 2007
  • This page focuses on the use of materials and textures in a map, coming from a conceptual standp ...arent at first, the use of materials in a map can have a tremendous effect on it's playability as well as its aesthetic appearance.
    2 KB (390 words) - 14:54, 11 January 2007
  • These are flying vehicles that do not depend on gravity. They are meant to be launched with the driver, as they have a min The Raptor carries twin blaster cannon mounted on the front and a flying vehicle homing rocket launcher. The Raptor can also
    12 KB (1,893 words) - 11:42, 27 January 2015
  • * [[Legacy:Topics On Mapping|Mapping Topics]] * [[Legacy:Topics On Modeling|Modeling Topics]]
    1 KB (120 words) - 17:34, 5 November 2004
  • ...: The parser is very simple and won't tolerate spaces, blank lines and so on. * [[Legacy:Topics On Mapping|Mapping Topics]]
    2 KB (341 words) - 15:37, 6 July 2007
  • ...are some sections (slightly re-worded) taken from other parts of the wiki on map creation for the various [[Legacy:Gametype|gametype]]s. ...ty to confuse and evade the opposing team. Be wary of too much z-axis use on entry to the scoring areas within a Bombing Run map. Multiple entrances ar
    14 KB (2,377 words) - 01:41, 7 September 2006
  • This article provides an overview on [[Unreal Engine]] mapping concepts. Also see [[Legacy:Topics On Mapping]] for now.
    670 B (77 words) - 09:39, 23 October 2009