Search results
From Unreal Wiki, The Unreal Engine Documentation Site
Page title matches
Page text matches
- IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly :TRUE if we can hit where the controller is aiming ...6 KB (640 words) - 08:21, 16 August 2009
- Adjusts weapon aiming direction. ...ler a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... ...10 KB (1,128 words) - 10:11, 17 May 2008
- Adjusts weapon aiming direction. ...ler a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... ...10 KB (1,100 words) - 06:37, 17 January 2010
- Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... ...6 KB (715 words) - 12:47, 6 November 2009
- | parent2 = Projectile used for bot aiming ...2 KB (220 words) - 10:10, 17 May 2008
- Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... ...6 KB (730 words) - 04:45, 16 August 2009
- {{code|simulated function {{cl|Projectile}} '''ProjectileFire''' ()}} Creates the shock ball and makes sure the turret's aiming code ignores it the ball. ...2 KB (232 words) - 07:32, 6 December 2008
- ...CorrectAim (out, native, const) : Indicates gun can hit what controller is aiming at ===Aiming=== ...12 KB (1,384 words) - 13:59, 31 December 2005
- This is the mininum aim variance for auto aiming {{code|simulated function {{cl|Projectile}} '''ProjectileFire''' ()}} ...3 KB (399 words) - 08:40, 23 May 2008
- actors that the aiming trace should ignore cached max range of the weapon used for aiming traces ...14 KB (1,703 words) - 07:03, 17 January 2010
- actors that the aiming trace should ignore cached max range of the weapon used for aiming traces ...14 KB (1,699 words) - 08:40, 23 May 2008
- | parent2 = Projectile | {{tl|bRotationFollowsVelocity||Projectile}} ...10 KB (1,243 words) - 08:40, 23 May 2008
- ; vector VehicleProjSpawnOffset : Projectile spawn offset. ...nHitsCrosshairsHL() (simulated) : Check if weapon fires where crosshair is aiming at (because of offset between VehicleProjSpawnOffset and POV in 3rd person ...7 KB (741 words) - 19:12, 8 April 2006
- ...victim is visible, the second is an instantfire weapon, and the third is a projectile weapon. Now we can say: # The weapon does 20 damage in 2 seconds if you are aiming directly at the victim. ...19 KB (3,481 words) - 22:26, 2 December 2005
- Adjusts weapon aiming direction. ...ler a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... ...22 KB (2,304 words) - 04:09, 16 August 2009
- IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly :TRUE if we can hit where the controller is aiming ...15 KB (1,785 words) - 02:27, 26 July 2008