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From Unreal Wiki, The Unreal Engine Documentation Site
  • The FlagBase actor is the actor which tells UT where to place the flag for CTF or any mod that uses flags at various points in the level. When you place a For the UT200x version of the FlagBase, see [[Legacy:XRealCTFBase|xRealCTFBase] ...
    899 bytes (141 words) - 18:39, 5 March 2016
  • ...AlternatePath actor tells the bots where to go to reach an enemy flag in a CTF level when there are more than one distinct paths available. Place Alternat a bot always looks for the quickest route to the flag. If that route & another possible route both ...
    7 KB (1,187 words) - 18:28, 20 July 2013
  • ...' and '''Botplay''' are both terms used to describe a map's support system for bots: artificially intelligent players that can act as if they were human. One of the reasons for the success of the Unreal engine games is the realistic AI, which includes ...
    4 KB (603 words) - 20:04, 30 December 2013
  • ...some may swear by "improvisational mapping", most would have to agree that mapping is hard work and takes long enough without mistakes and miscalculations tha ...This section includes various links and ideas that help find inspiration for map designs, themes or styles. ...
    12 KB (2,012 words) - 20:35, 5 July 2011
  • ...ongly recommended that mappers review [[Legacy:Mapping For CTF|Mapping for CTF]] as well.'' ...anded" in remote places in your map without a vehicle. (See ITEM PLACEMENT for pedestrian remedies) ...
    12 KB (2,038 words) - 20:44, 11 April 2012
  • ...to the network, bots will use the vehicles to travel on the special paths for road and sky navigation. Proper connection to the botpath network includes ...s on this page began with Vehicle CTF, but these concepts apply to pathing for all vehicle gametypes. ...
    12 KB (2,146 words) - 20:46, 11 April 2012
  • ...e]]s that come with [[Legacy:UT2003|UT2003]], with description of contents for reference. '''Note:''' [[Legacy:Do Not Alter Default Packages|Do Not Alter For the UT2004 texture packages see [[UE2:Texture Package Reference (UT2004)]] ...
    9 KB (1,173 words) - 13:17, 27 September 2013
  • ...ement, but they are also tied to psychology and timing. The unifying goal for all principles that make up map flow is to maximize the replay value of the ...tive rock that looks so nice and pretty sitting there, but is a death trap for anyone that tries to run over it. →''Hanover_Fist'' ...
    13 KB (2,137 words) - 13:17, 27 September 2013
  • There are two methods for binding keys to commands. Both work in all [[Legacy:Unreal Engine|Unreal En The syntax for the command is: ...
    8 KB (1,259 words) - 09:21, 24 January 2012
  • ...'''. This page describes the concepts and elements of bot path networks. For a simple tutorial, see [[Legacy:Basic Bot Pathing|Basic Bot Pathing]]. ...eviewing the list of available [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support. ...
    12 KB (1,965 words) - 16:13, 11 April 2015
  • |glass and trim from CTF-Coret |Crypt stuff (for lights) ...
    16 KB (2,462 words) - 05:11, 25 February 2017
  • * packs called "*HardwareBrush" are skins for [[Legacy:Static Mesh|static mesh]] packages of that name |Textures for weapon and pickup bases ...
    14 KB (1,610 words) - 20:04, 6 January 2017
  • ...the SMs in a texture package, eg HumanoidHardwareBrush.UTX contains skins for HumanoidHardware. |Evil but could be used for industrial ...
    19 KB (2,710 words) - 06:06, 29 November 2012
  • This page is reserved for concepts behind and examples of complex behaviour using systems of [[Legacy For the UT version of this page, see [[Legacy:Trigger Systems (UT)|Trigger Syst ...
    35 KB (5,637 words) - 09:31, 26 March 2015