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    • ...[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
    • ...ou will need to make a sub-class of it, where your sub-class is the actual weapon you will use in-game. ;bool bReloading : True if the weapon has started reloading ...
      5 KB (599 words) - 14:32, 8 April 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
    • ...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 function ...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 ...
      4 KB (528 words) - 16:02, 6 February 2008
    • ...y be slow as it is quite hard and there are thousands of possibilities for weapon changes. ...ript]]. This tutorial assumes you have [[Legacy:UMake|UMake]] along with a basic [[Legacy:Text Editor|text editor]]. ...
      7 KB (1,181 words) - 12:44, 22 January 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
    • The Nali are the basic benevolent creatures of the Unreal world. SinglePlayer mappers who put the ; Tool: Used to get the Nali to hold a weapon. However, this feature was never implemented, and it should be ignored. ...
      2 KB (296 words) - 15:15, 6 December 2005
    • The Bot class contains most of the details of the AI implementation, except for team-rela ; bool bHasFired : The bot has recently fired its weapon. ...
      10 KB (1,254 words) - 13:14, 14 November 2009
    • ...(UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> EnhancedWeapon (P This class is part of the EnhancedItems package by Wormbo. ...
      11 KB (1,481 words) - 07:56, 19 November 2007
    • ...ically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, etc. ; [[Legacy:Weapon|Weapon]] Weapon : ...
      6 KB (747 words) - 10:10, 30 March 2010
    • {{infobox class | parent3 = Weapon ...
      6 KB (702 words) - 10:11, 17 May 2008
    • We'll start by putting you through a very basic walkthrough. We'll spawn a custom trigger, attach it to the 'spine' of the class SpineTrigger extends Trigger; ...
      7 KB (1,213 words) - 15:34, 14 April 2006
    • ...the [[Legacy:ControlPoint|ControlPoint]]s. A control point comes in three basic flavors: Open the [[Legacy:Actor Class Browser|Actor Class Browser]] and select: ...
      4 KB (754 words) - 14:32, 18 November 2005
    • ...should have a basic knowledge of UnrealScript and should be able to make a basic mutator. This tutorial will help the reader understand potential uses for t The [[Legacy:GameRules|GameRules]] class is easy to bend to your purposes. Like the [[Legacy:Mutator|Mutator]] objec ...
      11 KB (1,701 words) - 09:30, 30 August 2005
    • ;fire : '''''[duration]''''' fire (weapon / animation-based) for given duration... ;firealt : '''''[duration]''''' alt fire (weapon / animation-based) for given duration... ...
      32 KB (1,962 words) - 17:27, 3 January 2006
    • ...learned by scouring the net for scant information on the subject and just basic trial and error. What I do know is that this way works :) To be honest I do ...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 ...
      12 KB (2,027 words) - 18:30, 17 December 2005
    • ...here were a lot of ideas that weren't explained, as they were so obviously basic knowledge, that most tutorial authors assumed that you would already know t This document attempts to address some of those basic concepts. There are 4 basic areas to creating content for Unreal Tournament: ...
      18 KB (3,030 words) - 00:15, 6 January 2006
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