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- ...ill work properly in an online modification as is. If you need reloadable weapons for a single player modification, then this could be what you're looking fo ;bool bReloading : True if the weapon has started reloading ...5 KB (599 words) - 14:32, 8 April 2008
- ; [[Legacy:Reloading Weapons|Reloading Weapons]] : Mr Evil shares insight and source code ...2 KB (249 words) - 13:25, 28 August 2006
- | package = Weapons | [[Types#Class|Class]]'{{cl|SniperAttachment|Weapons}}' ...12 KB (1,265 words) - 10:11, 17 May 2008
- Parent class of all weapons. ...ining firing animation, and for net replication (set for high rate of fire weapons) ...9 KB (1,049 words) - 10:11, 17 May 2008
- Weapons in [[Legacy:UT2004|UT2004]] have been divided up into multiple actors, of w ...ew tutorials in this area for multi-ammo weapons, reloading and spreadfire weapons like shotguns. I have some basic code of my own for ut2004 for these but it ...6 KB (747 words) - 10:10, 30 March 2010
- used for aiming particle-based "projectile" weapons for weapons using tossed projectiles (in case ammo type can vary) ...15 KB (1,856 words) - 10:10, 17 May 2008
- ...of the PlayerSpawns. Minor nodes are tpyically escape routes, side halls, reloading spots, spawn areas, and "unimportant" rooms. This is where you load up befo ...5 KB (896 words) - 16:11, 18 December 2005
- Give player locker weapons for locker associated with base Reset() - reset actor to initial state - used when restarting level without reloading. ...16 KB (1,954 words) - 04:49, 16 August 2009