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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