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    • Here you will find (I hope so) all info about the so much changed UT2003 firing system. * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Firing A Weapon]] ...
      496 bytes (59 words) - 02:00, 7 April 2006
    • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Firing A Weapon Trystan did excellent work deciphering this in the case of projectile weapons. Although not originally intended to show the general case, this diagram s ...
      6 KB (820 words) - 16:29, 2 March 2010
    • ...can do (typically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, ; PreFireAnim (Name) : Animation played before firing starts. ...
      7 KB (937 words) - 17:54, 24 September 2006
    • [[Legacy:InstantFire|InstantFire]] -> [[Legacy:MinigunFire|MinigunFire]] -> [[Legacy:MinigunAltFire|MinigunA ...heavily commented examples of a few classes from each category, especially weapons and pickups. I respectfully disagree with Wormbo – when I was first l ...
      7 KB (1,086 words) - 09:10, 8 December 2005
    • ...can do (typically the primary and secondary fire). The properties for the firing of a weapon reside in the weaponfire classes, including fire rate, damage, ** [[Legacy:InstantFire|InstantFire]] ...
      6 KB (747 words) - 10:10, 30 March 2010
    • Range of Weapon, used for Traces (InstantFire, ProjectileFire, AdjustAim...) ...ate. Typically used to change weapons on state changes (weapon up, stopped firing...) ...
      13 KB (1,631 words) - 12:47, 6 November 2009
    • For now we will be working with the firing rate of the [[Legacy:Minigun|minigun]]. If you have not already done so, yo class SPSMinigunFire extends InstantFire ...
      6 KB (929 words) - 12:54, 19 November 2007
    • For weapons, this function starts the Equipping process. If the weapon is the inactive This determines whether or not the Weapon can have ViewAcceleration when Firing. ...
      24 KB (2,904 words) - 12:47, 6 November 2009
    • Range of Weapon, used for Traces (InstantFire, ProjectileFire, AdjustAim...) ...ate. Typically used to change weapons on state changes (weapon up, stopped firing...) ...
      11 KB (1,390 words) - 23:05, 16 October 2011
    • For weapons, this function starts the Equipping process. If the weapon is the inactive the weapon in to the firing state. ...
      22 KB (2,748 words) - 07:04, 17 January 2010
    • For weapons, this function starts the Equipping process. If the weapon is the inactive This determines whether or not the Weapon can have ViewAcceleration when Firing. ...
      24 KB (2,952 words) - 08:30, 16 August 2009
    • For weapons, this function starts the Equipping process. If the weapon is the inactive the weapon in to the firing state. ...
      21 KB (2,683 words) - 08:34, 16 August 2009
    • ...eapons right now. The above points become demonstratable. You have three weapons: ...bove example, you might have noticed there are times when the value of the weapons changes. ...
      19 KB (3,481 words) - 22:26, 2 December 2005
    • For weapons, this function starts the Equipping process. If the weapon is the inactive the weapon in to the firing state. ...
      14 KB (1,703 words) - 07:03, 17 January 2010
    • For weapons, this function starts the Equipping process. If the weapon is the inactive the weapon in to the firing state. ...
      14 KB (1,699 words) - 08:40, 23 May 2008
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