Cogito, ergo sum

Search results

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

Page title matches

Page text matches

  • 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

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)