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    • See [[Legacy:Embedding Code|Embedding Code]] for how to get this code into your map. After you have compiled the code, it is '''crucial''' that you set the following default properties (select ...
      4 KB (387 words) - 16:13, 18 November 2007
    • ...embedded directly within your map. See [[Legacy:Embedding Code|Embedding Code]] for details on how to get the actor into your own maps. Alternatively, you can [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Code|view the code]] and paste it directly into UnrealEd. ...
      3 KB (414 words) - 16:37, 19 November 2007
    • ...a class embedded in DM-DuckingZone. See [[Legacy:Embedding Code|Embedding Code]] for details on how to get the actor into your own maps. * [[Legacy:Embedding Code|Embedding Code]] ...
      3 KB (414 words) - 05:30, 19 November 2007
    • ...embedded directly within your map. See [[Legacy:Embedding Code|Embedding Code]] for details on how to get the actor into your own maps. * [[Legacy:Embedding Code|Embedding Code]] ...
      3 KB (443 words) - 12:30, 19 November 2007
    • ===Embedding new resources === ===Embedding resources from existing packages === ...
      5 KB (809 words) - 21:00, 7 January 2008
    • ...ouchableObjective in the [[Legacy:Actor Browser|actor browser]] then. Its code will automatically be saved with your map when you save it. See [[Legacy:Embedding Code|Embedding Code]] for more information. ...
      3 KB (293 words) - 16:35, 19 November 2007
    • ...The following subclass fixes that. See [[Legacy:Embedding Code|Embedding Code]] for how to get it into your maps. ...t not subsequent subclasses thereof. See [[Legacy:Embedding Code|Embedding Code]] for how to get it into your maps. ...
      7 KB (615 words) - 09:00, 2 April 2010
    • * [[Legacy:Embedding Code|Embedding Code]] explains how to add custom classes to a map ...
      2 KB (264 words) - 22:47, 23 September 2016
    • Since this class isn't part of the stock UT2003 code, here is a slightly extended version as an embeddable component. ...find TimedTrigger in the [[Legacy:Actor Browser|actor browser]] then. Its code will automatically be saved with your map when you save it. ...
      5 KB (546 words) - 16:35, 19 November 2007
    • ==Code == ...reate A Subclass|Create A Subclass]] and [[Legacy:Embedding Code|Embedding Code]] for how to use this script. Set bStatic to False and bNoDelete to True in ...
      5 KB (728 words) - 16:07, 18 November 2007
    • # Follow the directions for [[Legacy:Embedding Code|Embedding Code]] ...better to put the music loading code in PostBeginPlay() and skip the state code alltogether. Make the whole thing a non-replicated bStatic and/or bNoDelete ...
      4 KB (560 words) - 05:31, 19 November 2007
    • ...tionPoint (UT)]] >> [[Legacy:Teleporter|Teleporter]] >> DelayedTeleporter (Code)}} ...reate A Subclass|Create A Subclass]] and [[Legacy:Embedding Code|Embedding Code]] for how to use this script. Set bStatic to False and bNoDelete to True in ...
      5 KB (574 words) - 15:43, 25 November 2006
    • '''Mychaeel:''' Hard to believe from the code. bOnlyTriggerable should indeed make the ExplosionChain only triggerable ( ...is short-circuited if <code>bOnlyTriggerable && DamageType!='Detonated')</code>. ...
      4 KB (573 words) - 06:19, 19 November 2007
    • ...you can import the classes you need: see [[Legacy:Embedding Code|Embedding Code]]. ...oadableWeapons|ReloadableWeapons]] &ndash; Pretty simple reloadable weapon code... for shotguns or AssaultRifles. ...
      8 KB (1,119 words) - 17:51, 26 April 2008
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