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- ...:: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> PlayerStart (Package: Engine)}} [[Image:Legacy_UT2004.S_Player.png|right|PlayerStart icon]] ...5 KB (723 words) - 11:44, 29 October 2007
- ...are converted to teamplay maps at the beginning of the game) and probably a good share of all other particular gametypes and mod dedicated maps (still ...s of making map for the gametype you choose, it should work fine (although a few maps won't work with feba for some gameplay reasons). ...2 KB (334 words) - 05:37, 30 April 2002
- ''See also [[Legacy:Creating A Defense Point In UT200x|Creating A Defense Point In UT200x]].'' A DefensePoint tells a bot that this spot is a good place to defend the base. Defense points can also be used with [[Legacy:DistanceV ...2 KB (319 words) - 18:30, 9 February 2006
- ...t the ball through the hoop for a field goal or carry the ball through for a touchdown. ...ndex value and the BombDelivery's Team->Team value should equal the nearby PlayerStart's Team value. (Red = 0, Blue = 1) The DefenderTeamIndex is used exclusively ...3 KB (475 words) - 13:20, 21 November 2005
- ...spot you want to place a pathnode and and right click and then click "Add a pathnode here".- Make a chain of these throughoutt your level to key areas (weapons, vehicles, obje ...4 KB (646 words) - 14:22, 5 March 2007
- ''This page is one of a sequence of [[Legacy:Mapping Lessons|Mapping Lessons]].'' ...cy:Place A Light|Place a Light]] then [[Legacy:Place A Playerstart|Place a Playerstart]]. ...4 KB (652 words) - 15:03, 19 April 2015
- ...s, depending on the type of map you are making. A team gains control over a control point by one of its team members touching it. Each team scores con ...lay enough DOM to know a good map from a bad one before you decide to make a DOM map. ...4 KB (754 words) - 14:32, 18 November 2005
- ...ing of how the director (that is, the object that controls what happens in a UMS movie) works. ...'s Unreal Editing site. More advanced users of UnrealEd may find that I am a bit simplistic with some things - please do bear with me. I am trying to ai ...7 KB (1,340 words) - 00:49, 23 May 2003
- ...er of tasks within limited time; the other team has to prevent that. After a round has ended (because the assaulting team has completed its mission or t * Don't make a level that somebody can solve in 30 seconds. It's always a nice idea to put shortcuts or things like that but don't make them so that ...9 KB (1,482 words) - 21:36, 4 January 2006
- Works with the [[Legacy:ElevatorMover|ElevatorMover]]. A special trigger actor is required because it must send extra information to ...ggered itself. [[Legacy:ElevatorTriggerPlus|ElevatorTriggerPlus]] provides a fix. ...2 KB (260 words) - 05:04, 7 October 2003
- ...using Pathlogic may be more trouble than its worth. If, however, you have a large map to path or you crank maps out like link sausages, it will probabl ...rom Pathlogic specific entries it finds. It uses these entries to mock up a [[Legacy:T3D|T3D]] map that you can then import into your existing map. Ge ...4 KB (690 words) - 13:12, 16 December 2005
- ...Legacy:Map Check|Map Check]] tool, and the engine determines that there is a problem, you may see the errors shown below. ...know what they mean; someone will fill in an explanation (probably within a day or two) and it will expand this database. ;)''' ...7 KB (1,257 words) - 00:47, 3 August 2007