The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

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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
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  • ...(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
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  • ...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>
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  • ...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.
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  • ...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
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  • ==Experimental code that demonstrates the modification of the fire rate of a weapon. ==
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  • ...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
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  • ...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
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  • ...&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
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  • ...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
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  • ...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 ===
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  • ...[[Legacy:Pawn (UT)|Pawn (UT)]]'s Died function or the [[Legacy:Weapon (UT)|Weapon (UT)]] class the killer was holding while his victim died.
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  • ...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.
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  • *Weapon replaces the shield gun (for simplicity, see below) *Will not replace pickups (player will spawn with the weapon and decent ammo, for simplicity)
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  • ...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
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  • * [[Legacy:Weapon (DX)|Weapon (DX)]]
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  • ; DoneReloading( DeusExWeapon weapon ): ; Reloading( DeusExWeapon weapon , float reloadTime ):
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  • *'''Weapon 1''' - Description and details about the ranges, firing method, purpose, da *'''Weapon 2''' - Description and details about the ranges, firing method, purpose, da
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  • ...hread.php?s=513aa85442de33e028645a2ee0b89972&threadid=326876 Thoughts on a weapon selector switch]
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  • ...tator''' &rarr; Exposes internal settings for all built-in weapons. Alter weapon damage, ammo consumption, blast radii, projectile velocity...
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  • first off the miltary sniper. Its a conventional bolt action one shot weapon that requires you to draw back the bolt after each shot. in Multiplayer tho drones and complement them with a heavy weapon. After disconneting (or connecting, whatever) the two tower
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  • ...(DX)]] >> [[Legacy:Inventory (DX)|Inventory (DX)]] >> [[Legacy:Weapon (DX)|Weapon (DX)]] >> DeusExWeapon}} ===What does it do the original [[Legacy:Weapon|Weapon]] doesn't?===
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  • ...idea is that the starship is a 'Gunship', a ship designed around a massive weapon with one purpose in mind. I have temporarily halted work on Gunship so that
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  • g = Weapon.Spawn(class'xShockProjectile', instigator,, Start, Dir); Weapon.GetViewAxes(X,Y,Z);
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  • * death and suicide messages based on the weapon or projectile that caused the death {{classbox|[[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> [[:{{SUBJECTSPACE
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  • ...can be spawned properly in game. This would apply to projectiles in custom weapon types etc.
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  • ==Weapon Declaration In EnhancedItems-based Mods == |<code>Engine.Weapon</code>
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  • | | +- [[Legacy:Weapon (UT)|Weapon (UT)]]
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  • * death/suicide messages for projectiles (independant from weapon) |Weapon used to make the kill (not the weapon held while making the kill!)
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  • ...(UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> EnhancedWeapon (P ; bool bDropEffects : Whether the weapon should drop some visual effects to increase game performance.
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  • ; bool bIsSuperWeapon : This ammo belongs to a super weapon.
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  • ...MultiItem emulation for weapons when the "Weapons Stay" option (aka. coop weapon mode) is enabled. (recommended)
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  • ...nverter]] if a Chaos UT MultiItem is found. Otherwise makes sure the Arena weapon and ammo types are not removed.
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  • ; bool bReplaceWeapons : Replace Unreal [[Legacy:Weapon|Weapon]]s with their corresponding UT [[Legacy:TournamentWeapon|TournamentWeapon]]
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  • * can draw on HUD before and after weapon is drawn (only if an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedWeapon]] ...ayerPawn, string aClassName, optional bool bBringUp) : Gives the specified weapon to a player.
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  • ...d his selected weapon (fixes the jumpboots bug when using speed relic; the weapon must be an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedWeapon]] to support * weapon affector chain to allow more than one item to affect a weapon (use ''FireFunction()'' and set ''bFireEffectLast'' to true or false instea
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  • * The weapon balance is much improved over the original UT, and I find myself using a fa .... Also, your health and armour are not co-located. If you are carrying a weapon and don’t have it selected you can’t tell how much ammunition you have
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  • ...it up so it could be Spawn()'d easily. I borrowed and tweaked the "throw weapon" code in order to ensure that the jump pad went in the right direction and ...ingle player UT2004 game. Not sure why other than it's a lot of fun. The weapon balance is massively improved and I'm using a fair greater variety of weapo
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  • ;* 3: ([[Legacy:UT2003|UT2003]]) LODSET_WeaponSkin &ndash; used for weapon textures '''computergod666:''' I'm trying to create a weapon type using the ASMD mesh from Unreal (for UT). I have all the code OK. Will
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  • ...(UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> Enforcer (Package ...gacy:Minigun2|Minigun]]. Technically the Enforcer is '''not''' the default weapon, it's just spawned in the [[Legacy:DeathMatchPlus|DeathMatchPlus]].AddDefau
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  • ...y scripted elements such as the Redeemer explosion, the swirly lights over weapon bases, and the Ion Cannon explosion and beam.
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  • A further complication is added by the fact that actually firing a weapon is handled by another class derived from WeaponFire, so I had to modify tho ...look a lot like using the Arena mutator with Rocket Launcher as the chosen weapon, because the InstaGib version of the rocket launcher
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  • ...'s actually going very well, but I just don't have time to code up so many weapon classes for this. Anyone who wanted to help would of course be welcome to, ...and consumes mana to do it. I then couldn't be bothered to code up another weapon, so I changed the secondary fire from precisely identical fireballs to the
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  • ...dildo... it has to be purple..." Sooo, sever rolled up a model and I did a weapon mod based off of the biorifle. There're some things I'd like to be differen
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  • ...e only map listed for my gametype. As soon as one of my artists gives me a weapon model, I'll look to shove that in as well. As I'm sure people far more know ;# What's the easiest way to add a new weapon and get it 'in game'?
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  • ...players out of six connected, and it knows about their currently selected weapon, their current ammunition count, their current health, powerups, and any ot
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  • * that Pawn's selected [[Legacy:Weapon|Weapon]] and SelectedItem ([[Legacy:Inventory|Inventory]])
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  • ...t one fire (the fire ofcourse will hurt people). It's quite an interesting weapon to create, with some interesting implementation issues to solve. So I will
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...or a particular weapon. Example: Dude must fill up his petition clipboard "weapon" with signatures to complete an errand on Tuesday. ; var() name InvClassName : Weapon class that needs to have its ammo maxed out.
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  • * [[Legacy:Weapon|Weapon]]
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  • * Unreal Weapon & Character Design
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  • Status: Incomplete Functionality. Feel free to help me finish this weapon! ...ng engagement ranges and the interaction of biogoo with vehicles makes the weapon subpar.
    13 KB (1,142 words) - 23:47, 25 October 2007
  • ...omewhere around useless, and definitely misleading. It is called when the weapon swings, rather than when damage is done. (to achieve knowing when damage is ...ters, that can be injected into a weapon, as the function that creates the weapon and gives it to a player is private, and can't be overridden. Therefore, o
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  • ...does at least, after overriding quite a bit of code, manage to notify the weapon that is being switched from that it needs to be PutDown(). The -proper- way ...in contact with. not difficult at all. i probably need some sort of foot weapon, to come from underneath it though to get it some lift.
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  • Status: Finished. Feel free to use code derived from this weapon, but please provide credit to me in the comments and/or ReadMe file of your ...ctive anti-vehicle weapon and reduce its effectiveness as an anti-infantry weapon.
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  • Status: Finished. Feel free to use code derived from this weapon, but please provide credit to me in the comments and/or ReadMe file of your ...a modification of the UT2004 ONS Grenade Launcher intended to improve the weapon's usefulness in a variety of situations.
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  • ...ipFire; // If true, it ignore this shot and pass it to it's linked weapon var bool bFiresRight; // If true, this weapon will eject shells to the right instead of the left
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  • ...in combat, aiming and firing at opponents, deciding when to pick up a new weapon, and so on. Since combat is the core gameplay dynamic in most FPS games, th ...e for all combat-related tasks, such as selecting an opponent, selecting a weapon, maneuvering, firing, and searching for additional weapons and ammo.
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  • ...tical database), and the current tactical situation (the AI agents health, weapon, ammo, and location, plus the values of those characteristics for all of it Finally, there?s the weapon-firing problem. Most FPS weapons are high-velocity ranged (or hit-scan) wea
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  • This example is useful for a grenade style weapon, such as, well, grenades FlashEmitter = Weapon.FireMode[0].FlashEmitter;
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  • ...ng where several small classes need some logical association. (IE a simple weapon mutator where default properties must be changed in 4 different classes, bu
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  • I will try to make a path through the many calls of shooting a instant hit weapon. More specifically, a Shock Beam Rifle. ...e|ShockRifle]], and the [[Legacy:SniperRifle|SniperRifle]]. An instant hit weapon is the one that have no projectiles and you cannot dodge its shots once the
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  • ...prevents access nones from appearing when the player does not have a valid weapon. Similar error checking code should be introduced in any code you write. if( Weapon!=None )
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  • ...edesign all of their ships if they wanted to change some of the stats of a weapon or something. So now, ship designs just reference the components they are m ...ent of the ship being fired upon, and of course the muzzle velocity of the weapon. The trick, however, seems to be that by adjusting the aim to lead the targ
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...anyway. With high speed rockets it may be useful as an alternative sniper weapon. ...could freeze gameplay and trace a line (barring inaccuracy inherent in the weapon) to predict where the shot would land. Basically it's just eye candy. The s
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  • ...k you on sight if they have a weapon, or run from you if they don't have a weapon
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  • ...n how implement the complete mutator, see [[Legacy:Weapon Mutator Tutorial|Weapon Mutator Tutorial]] for example.
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  • ...houldViewShake : ''True'' the weapon will shake the view and ''false'' the weapon will not shake the view. ...nThrowing : ''True'' if the [[Legacy:Pawn|Pawn]] is allowed to throw their weapon and ''false'' if they are not allowed to throw their weapons.
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  • ; bool bClassicDeathmessages : Weapon deathmessages if false. ; class<[[Legacy:Weapon (UT)|Weapon (UT)]]> DefaultWeapon : Default weapon given to player at start.
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  • ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]]
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  • ===Weapon is Fired (non-projectile)=== ===Weapon is Fired (projectile)===
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  • If your opponent is at 30 health, using the first and then the second weapon will result in 3 seconds rather than four to kill it, despite the better ra ...isible, the second is an instantfire weapon, and the third is a projectile weapon. Now we can say:
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  • ...(including ONSVehicle), but of course, is a thundering mecha with multiple weapon systems available to one pilot. I've seen other mods replace player models ...lly sure why yet, though, since these functions work fine when attaching a weapon derived from '''Inventory''' (e.g. '''ShockRifle''', etc). Btw, the vehicl
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  • 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
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  • ** [[Legacy:Weapon (UT)|Weapon (UT)]].SpawnCopy **** (weapon goes to state 'Idle2')
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  • #putting down the old weapon #bringing up the new weapon
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  • * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Firing A Weapon]] * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Switching To Another Weapon]]
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  • ...a higher than normal jump using the [[Legacy:ImpactHammer|Impact Hammer]] weapon. ...). This makes the object harder to get because it takes more time to do a weapon assisted jump and also because damage is taken by the player doing the jump
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  • ...haracters are holding the gun, perhaps on the pawn that might be using the weapon. I can't seem to find a good page explaing (this is my first mutator ever) ...sting mutator code that makes somthing happen when the player is holding a weapon, so I've got nothing to experiment with.
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  • ; bool bHideWeaponName (globalconfig) : Hides the name of the weapon the player just switched to.
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  • * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Firing A Weapon]] * [[Legacy:Weapon Mutator Tutorial|UTute3: Making a Weapon Mutator]]
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  • [[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
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  • ...nction. This all means we're going to have to do a little work to make the weapon bot-friendly. ==Weapon Functions==
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  • ===The Weapon class === We need to modify each weapon that is supposed to be unlagged, so we need a new weaponclass. Should we ne
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  • ...y.)<br>Also, all sorts of other information need to be documented as well. Weapon sheets and descriptions, game and front end flowcharts, etc. Otherwise the
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  • ...lping out LotS for a while, and now I'm just doing a bit of extra gametype/weapon programming. [http://plasmaworks.com/vt Vanguard Tactics]: Also doing weapon/gametype programming, but more in depth.
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  • ...especially in a ship. Making them decide between flying a ship, shooting weapon turrets, boarding an enemy ship, outfitting ships... It's possible. In fac
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  • ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]]. ...ed it is the one who's firing, it unpauses the level but does not fire the weapon.
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  • ..._Tutorial|Weapon_Mutator_Tutorial]] where presumably one creates a Minigun weapon that causes splash damage, but found that it didn't work, or at least not w ...for the most part. The most difficult issue I encountered in creating this weapon is that when playing on a dedicated server, the explosive hit-effects I had
    11 KB (1,298 words) - 18:30, 22 July 2007
  • ...ou have already read the first tutorial, [[Legacy:Basic Weapon Class|Basic weapon class]]. If you haven't, it provides an analysis of the Fire and AltFire fu ...the kind of projectile that was fired, and that this was true for every UT weapon. So when I looked at the ShockRifle code, I was surprised to find that the
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  • ...ctor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> ImpactHammer}} ...wned with by default in UT. The ImpactHammer can be used either as a melee weapon or to perform [[Legacy:HammerJump|HammerJump]]s.
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  • ; bool bTossedOut : True if weapon or inventory was tossed out (so players can't cheat w/ weaponstay) ...tweaking weapon positioning. Pass in a new relativerotation, and use the weapon editactor properties sheet to modify the relativelocation
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  • ...it's original size. I could hit it anywhere on it's plane with a hitscan weapon, and the glass would shatter. However, hitting it with a projectile with a foreach Weapon.VisibleCollidingActors(class'Actor', Victims, DamageRadius + 200, HitLocati
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  • |<code>Engine.Weapon</code> |[[Legacy:Weapon (UT)|Weapon (UT)]] subclass
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  • ...: Called right after the level is rendered but before the HUD, 1st person weapon, etc. are drawn.
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  • * weapons in: Inventory >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] ; InventoryGroup : The weapon/inventory set, 1-9 (0=none).
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  • ; float TraceRange : The weapon maximum range ; float MaxRange ( ) : Returns the weapon range stored in TraceRange;
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  • ...weapon" near each player start, so that the respawning player is facing a weapon they can grab and immediately join the fray. ===Specific Weapon Suggestions===
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  • *Positioning/rotation of the weapon, and which bone it attaches to '''ZxAnPhOrIaN:''' What is a weapon attachment, anyway? Does it alter the firing speed, projectiles, etc? :conf
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  • +- Weapon
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  • ...uted via my custom SpeciesType. Also customized the casting system so some weapon-effects change their look depending on your PlayerClass (on your SpeciesTyp
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  • ...e &ndash; no calculation needed on the client. When overheated, I want the weapon to glow red. "Red glow info" is visible to the player and has to be replica ...ant to reinvent. As a coder I would ask me what tasks have to be done (see weapon overheat example), and where I can split server/client in order to minimize
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  • * [[Legacy:Weapon|Weapon]] Mods ...n [[Legacy:Gametype|gametype]], the [[Legacy:Monster|Monsters]] in it, the weapon [[Legacy:DamageType|Damage Types]] and [[Legacy:Projectile|Projectiles]] th
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  • ; Weapon modifiers
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  • Fired when Sudden Death Overtime starts. Use it to open a secret weapon closet with heavy-duty weapons, for instance, or to change the mood of your
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  • ...hanced Link Gun that allows teammates to link to each other no matter what weapon they are carrying.
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  • ...he Vampiric Unicorn''' Oldsk00l-UT, hm? Well... i think there's a whole UT-Weapon-Arsenal haunting around on my HDD. If i dig it out, you probably have somet
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  • ...ching energy bolts from the bladed end, so it will also server as a ranged weapon. In general, most Krall are slow but agile. This is predominantly due to ...e and demonstrate a much greater skill in battle. They also carry a staff weapon that shoots faster and more powerful energy bolts.
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  • ...it a bit and saying that if there's ammo available for a weapon, then the weapon exists. The client is nearly complete; just needs some more robust error ha
    18 KB (3,246 words) - 09:34, 24 July 2003
  • // Weapon
    26 KB (3,062 words) - 09:32, 17 April 2010
  • ...acted with by another Karma actor through collision, or if it is shot by a weapon. This value defaults to false.
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  • This map was based on the game Super Bomberman. The only weapon available for pickup was the Bomberman Bomb, which was essentially an insta
    6 KB (979 words) - 10:13, 9 November 2004
  • ...iki by Soldat. Essentially, the idea is that when a player is damaged by a weapon, they will go into Karma Ragdoll mode for a brief period, depending on the ...n this instance it's highly unlikely that a pawn would have a first person weapon mesh as their mesh so you could get away with the way you did it.
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  • ...rkwarrior:''' Does anyone know how you would make something like this as a weapon? Or even if it can be done? (e.g. The tripmines in Half-life) ..., I've seen the tripmine in that mod but there are two problems. It isnt a weapon and it doesnt explode. If i knew more about Uscript then that wouldnt be a
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  • ...of the important characters are behind magic bullet proof glass or in "No weapon zones" where your weapons don't work and if you do manage to trick the engi 17. How has weapon technology gone backwards where I can no longer have a grenade that if you
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  • ...o be able to store a number of presets, and quickly switch between them at weapon stations in the game. This should make the class-based shooter people happy ...with an easy push button interface. Users will also be able to name their weapon presets, so you might see something like "lilguy was killed by someone's cr
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  • * several new pick ups (mana, biomods, weapon upgrades)
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  • ...r stuff and don't expect your players to be so wowed by a fancy model/skin/weapon/HUD to excuse the fact that they just fell through the floor of your map an
    38 KB (6,750 words) - 01:48, 7 April 2006
  • ...self - then asking for a coder's help about the time you are animating the weapon would be good. ...ted. Likewise, if you are the programmer, and you ask someone to model the weapon for you, they may be disappointed when they are finished and can't see thei
    25 KB (4,457 words) - 18:11, 6 December 2009
  • ...ired to make a bot attack an opponent with an arbitrary melee or non-melee weapon. ...etWeaponList also is a native function and it definately loads and returns weapon classes. I can't see any real optimization over Unreal's or UT's code here.
    92 KB (15,242 words) - 07:57, 3 December 2009
  • These can be used in the DeathMessage variable in the [[Legacy:Weapon (UT)|Weapon (UT)]] class and as SpecialDamageString of the [[Legacy:GameInfo (UT)|GameI |Weapon the killer was holding while the other player died.
    4 KB (536 words) - 15:02, 2 September 2016
  • ...oing to be used for anything Interface-related. Player Portrait images and weapon HUD icons are two examples of this.
    4 KB (648 words) - 08:48, 24 October 2009
  • ...nts. If you don't call Super.PostRender all of the basic HUD elements like weapon readouts and so forth will not be drawn.
    3 KB (517 words) - 12:08, 29 March 2003
  • ...ts highly unlikely your shotgun is going to be very useful as a long-range weapon, so you might as well cut off its range at a certain point. It saves the en ...trigger behavior on the client (like special effects) or send a message (a weapon fire message to the server).
    17 KB (2,822 words) - 20:44, 19 May 2003
  • ...e of doing cool things with AddDefaultInventory. It gives the player every weapon in the game (except for the Redeemer) as well as some armor and a lot of am
    5 KB (847 words) - 18:26, 7 August 2003
  • ...the default weapon is the Enforcer. If you just want to change the default weapon, you don't need to override this function. Instead, just add a DefaultWeapo ...in a game and replace them with one other weapon. If you are adding a new weapon to the game, you might want to add an Arena mutator for it.
    4 KB (679 words) - 05:32, 14 May 2002
  • ...ew weapon. We'll talk about a few prime examples like [[Legacy:Weapon (UT)|Weapon (UT)]]s and [[Legacy:Pickup (UT)|Pickup (UT)]]s later. GameTypes will often
    3 KB (451 words) - 05:06, 14 May 2002
  • * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Weapon Availability]]
    2 KB (277 words) - 10:33, 10 May 2006
  • ...that the game allows you to concentrate entirly on flow and eyecandy. No weapon placement or complex pathing. Just go wild and have fun.
    1 KB (288 words) - 21:16, 13 January 2005
  • ; class<[[Legacy:Weapon|Weapon]]> DefaultWeapon : '''Trystan:''' Mutator, Player, Weapon, Game?
    8 KB (1,304 words) - 08:45, 13 June 2010
  • ...ll remember to balance the risk with reward by placing a strong powerup or weapon inside a dead end. Hazards suchs as open lava pools, dangerous heavy machi
    13 KB (2,137 words) - 13:17, 27 September 2013
  • An Actor used by the UWindow system to display meshes like in the weapon priority window.
    491 B (60 words) - 04:08, 27 May 2003
  • * Added left hand and centered weapon support - need to fix akimbo Centered weapon ** Fix Charge fx - (not charging in sync with weapon)
    13 KB (2,053 words) - 04:27, 8 February 2004
  • ...plete weapon replacement mod, plus the Sentinel automatic cannon. I made a weapon early on, and enjoyed it so much I made ten more.
    4 KB (656 words) - 17:49, 29 October 2003
  • ...use you have to leave your normal path. Ammo should most likely be by your weapon but if you spread it around you wont do that much harm. It makes it a chall ...to climb up into an open area and notice the brush sinking underneath the weapon.]]
    25 KB (4,591 words) - 12:36, 3 September 2009
  • ...shock rifle and sniper rifle are in that same room, so players can grab a weapon and join the action very quickly.
    4 KB (754 words) - 14:32, 18 November 2005
  • ...alth and ammunition available to the defenders, and possibly a low powered weapon (such as the Pulse or Bio Rifles). The more powerful weapons should be pla
    13 KB (2,334 words) - 10:50, 28 May 2007
  • # Weapon / powerup placement ...orse people than you that are going to play the level so don’t place the weapon so you barely survive.
    11 KB (1,873 words) - 04:09, 11 May 2010
  • ...flag if the flag carrier leaves? Or what happens to your remote controlled weapon if the owner leaves? You can also check the network use of your mod as wel
    14 KB (2,666 words) - 21:14, 4 December 2005
  • Consider a weapon mod. ...order to do a proper weapon mod I'd need a set of models and skins for the weapon, ammo packs, and bullet effects. I've never tried modelling anything with
    7 KB (1,200 words) - 13:40, 16 December 2005
  • ...r example your coder might post an update to say that the primary fire for weapon X is finished. These small updates may seem somewhat pointless, but they i ...it better and sent the modeller a "corrected version", editing 50% of the weapon. The skinner "went back to work on it" (made the original version even a bi
    18 KB (3,181 words) - 04:41, 9 June 2007
  • * Sitting alone building a model or coding up a new weapon it can be very easy to get the feeling that you are the only person doing a
    9 KB (1,560 words) - 02:04, 7 April 2006
  • ===1st and 3rd Person Weapon Models=== ===1st Person Weapon Models===
    7 KB (1,224 words) - 06:40, 11 August 2004
  • ...ction arm weapon. Completely covering the right arm up to the elbow, this weapon serves as both a gatling gun and a rocket launcher. On the defensive side, ...ve a shield accessory that leaves a hole in the shield at the end of their weapon's barrel, giving them the ability to continue firing at their targets even
    4 KB (645 words) - 02:36, 30 September 2021
  • ...pon (UT)]]> DefaultWeapon : A weapon class that should replace the default weapon (usually the impact hammer). ...MutatedDefaultWeapon ( ) : Returns which weapon should be used as default weapon. You shouldn't modify this function. Use the DefaultWeapon property instead
    10 KB (1,366 words) - 09:47, 25 October 2005
  • ...what the class looks like, what it's base attributes are, and it's default weapon/powerup. This is somewhat based on the Species mute left in by Epic (and re DefaultItem="xWeapons.ShockRifle" // Default Weapon for this player Class
    9 KB (1,300 words) - 19:49, 19 September 2006
  • ...h should now work in any game mode, playing it in, say, DM, will show your weapon as you move along the path. You probably don't want this, unless you're ma
    10 KB (1,792 words) - 18:57, 16 November 2011
  • ...nce team, Captian (pilot the ship), Tactical officer (controls turrets and weapon systems) and Ship systems officer, (incharge of power grid, Shields, life s
    5 KB (862 words) - 16:50, 13 June 2003
  • ...t the players weapons. Perhaps make the player slower the closer the total weapon weight is to the maximum. ..., I hate making weapons... it takes sooo long to make just a simple custom weapon! but I'll vote for this :D
    2 KB (298 words) - 11:38, 4 May 2005
  • ...fairly massive ball will be spawned. All players will spawn with a single weapon that fires a small sphere. The longer the fire button is held down the fas
    1 KB (255 words) - 08:39, 24 June 2006
  • * For each weapon the player is carrying the player's speed is reduced by 1%. ...tem, except the slowdown only occurs when you are activley holding a heavy weapon. Might want to check it out if anyone is making this mod.
    3 KB (466 words) - 15:59, 29 December 2008
  • ...was tremendous - way more fun than having the grappling hook as a separate weapon. This mod takes the idea of a so called "offhand" grapple and applies it t
    1 KB (195 words) - 10:59, 8 October 2002
  • ...ight saber mod. But I've got Ideas and It aint just no replacing the melee weapon anymore. Were talking star wars in your face action. BTW I got this idea fr * You light saber should be your primary weapon and should have various different attacks like a slash, stab, spin attack e
    3 KB (474 words) - 02:24, 8 February 2008
  • ...a surface it deploys a '''Sentry Weapon''' that would be a tripod with the weapon you had selected at tiem of deploying the beacon on top. it would then shoo ...ind that tosses a little beacon out infront of you, you deploys the Sentry Weapon after comign to rest.
    4 KB (738 words) - 22:23, 21 May 2010
  • ...r) they become visible for 1 10th of a second (or longer if it's a charged weapon e.g. the player loads three rockets or charges their sheild gun). ...by ModSquad) which goes part of that way: It hides players, but not their weapon. I've also heard that UT2003's invisibility pickup works a bit like what y
    2 KB (354 words) - 08:27, 24 June 2006
  • This mod simply adds a new weapon to the already formidable UT arsenal. Essentially the player gains the abi
    1 KB (252 words) - 17:27, 26 January 2006
  • ...ly stop firing. You have to fire at least once every three seconds or your weapon will fire on its own. To make things worse suicides will cause you to loose '''Wormbo:''' This I think this one will be my first real weapon mod for UT2k3, but I'm not sure yet.
    2 KB (395 words) - 21:28, 13 January 2005
  • '''Mosquiro:''' Flaghunter: When you have a flag, its usible as a weapon, like a spear! ...ding around him to act as human shields, because his flag-spear is a melee weapon (you can jab with it, but not throw - throwing the flag at an enemy would b
    11 KB (2,008 words) - 16:18, 16 September 2003
  • ...ld be a spider, but the 3rd and 1st person views woild just be hands. The weapon would allow the player to walk up walls and across ceilings. Fire and Alt ...t the player can still walk up walls and across ceilings if he holding the weapon. I like the idea, would be cool.
    2 KB (274 words) - 15:47, 4 September 2003
  • ...t types of weapons - pistol, heavy blaster thingy, and ammo absorber. The weapon and game dynamic should be kept fairly simply. The two changes critical to
    2 KB (327 words) - 08:33, 24 June 2006
  • ...gun would be pretty simple really, if someone shoots you with a projectile weapon, the gun then fires that projectile untill your hit by another projectile.
    389 B (59 words) - 05:58, 13 August 2006
  • if( inv.IsA('Weapon') && (!inv.IsA('TransLauncher')) && (!inv.IsA('ShieldGun')) ) if( Weapon(inv).Ammo[0].AmmoAmount < Weapon(inv).Ammo[0].InitialAmount )
    3 KB (461 words) - 15:59, 25 February 2004
  • ...ing precision, unconsciousness)<br />&ndash; realistic aiming (weapon bob, weapon (and race) specific targeting systems)<br />&ndash; going prone
    4 KB (631 words) - 14:33, 21 July 2005
  • ...m-based hook? In other words, can it be freely used at the same time as a weapon? '''capt. k.''' It's a weapon, but in UT weapons *are* items, so it doesn't really matter. Though I thin
    11 KB (2,051 words) - 08:36, 24 June 2006
  • Fire = Fires your weapon Alt fire = Fires your weapon in alternate fire mode
    13 KB (2,150 words) - 16:41, 2 November 2007
  • ...This mod can be used on any type of game as it is just a different kind of weapon. The play mechanics would work like this. You have a ball. you can run arou
    3 KB (495 words) - 07:59, 16 April 2003
  • '''Luggage:''' You think so? Think, shootable weapon powerups... mind-twisting arenas full of obstacles... strafeable and heigth
    2 KB (266 words) - 16:21, 6 April 2006
  • ...minimum amount of data such as Player model/skin, player position, current weapon, position of things like projectiles and status of triggers/movers.
    9 KB (1,549 words) - 05:31, 20 July 2003
  • ...rom vampire effects to becoming tottaly invisible while holding your melee weapon, to regenerating ammo of allies, not being reduced below 1 health when a te
    753 B (115 words) - 21:18, 13 January 2005
  • ...our were co-located. You could also tell how much ammo you had left for a weapon that you didn't have in your hands (the colours in UT2003 are too similar).
    3 KB (468 words) - 21:12, 13 January 2005

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