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- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Inventory Functions}} ...T)]] NewItem ) : This function adds the item passed to the function to the pawn's inventory if the item is not already within the inventory. The function ...2 KB (309 words) - 00:07, 26 April 2002
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> Pawn (Package: Engine)}} ...pensive <tt>AllActors</tt> [[Legacy:Iterator|iterator]] loop to access all Pawn actors, traveling this list is much more efficient: ...4 KB (703 words) - 15:35, 17 November 2005
- ...cy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / AI Functions}} '''Note:''' This page was written for the UT version of the [[Legacy:Pawn|Pawn]] class. ...8 KB (1,226 words) - 12:00, 9 January 2006
- ...T)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:ZoneInfo (UT)|ZoneInfo (UT)]] >> LevelInfo (Package: Engine)}} ...ut the zones in the map that don't have a [[Legacy:ZoneInfo (UT)|ZoneInfo (UT)]]. ...6 KB (916 words) - 15:26, 28 March 2022
- ...imization]] in general, and [[Legacy:ZoneInfo (UT)|ZoneInfo (UT)]] for the UT version of this class. ...actor falling below this height falls out of the world. For [[Legacy:Pawn|Pawn]]s this means they die, other actors usually get destroyed. The [[Legacy:Le ...5 KB (731 words) - 12:07, 15 September 2008
- ...in this volume. This will only have an effect if the game uses 3D hardware audio with EAX. This overrides an existing ZoneEffect set in the ZoneInfo. ; Trigger( Actor Other, [[Legacy:Pawn|Pawn]] EventInstigator ) : Triggering toggles the bPainCausing property if the D ...13 KB (2,036 words) - 08:19, 20 March 2010
- | style="text-align: center" |Audio (sound) files |Pawn scripting file, see [[Legacy:AI Scripting|AI Scripting]] for info ...12 KB (1,684 words) - 03:01, 31 December 2006
- ...nd how Bot players behave, tying in Bot AI functions to control the player Pawn. This class determines what the player sees when in first person view and i ...nowledgedPawn : Used in net games so client can acknowledge it possessed a pawn ...22 KB (2,672 words) - 13:53, 10 June 2006
- Create an audio component. Returns the TeamNumber of the actor it is called on. In UT does that mean: 0 is red, 1 is blue, 255 is neutral/none. ...24 KB (3,198 words) - 02:07, 19 September 2010
- Create an audio component. Returns the TeamNumber of the actor it is called on. In UT does that mean: 0 is red, 1 is blue, 255 is neutral/none. ...29 KB (3,871 words) - 12:03, 13 November 2010
- ...ZappyAd pointed me to the bPhysicsAnimUpdate flag in class [[Legacy:Pawn|Pawn]]. Setting it to False disables the native "physics-controlled" animations ...onInfo|GameReplicationInfo]] aren't replicated all the time in [[Legacy:UT|UT]] and [[Legacy:UT2003|UT2003]] – that's for saving bandwidth, I suppo ...92 KB (15,242 words) - 07:57, 3 December 2009