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  • ...ructions on how to move around, so they just dont stand around waiting for the player. Very useful in single player maps. (Look at the "Order-Tab" section below to see how you set the pawn to do this) ...
    2 KB (289 words) - 13:45, 19 August 2014
  • ...he time delay is always measured from game start and never from activating the trigger. The TimedTrigger class isn't available in UT2003, but see [[Legacy:TimedTrigger ...
    1 KB (175 words) - 17:13, 10 March 2015
  • ...eate ready-to-use cubemap textures, first create the following keybinds in the [Engine.Input] section of User.ini: NumPad0=set playercontroller bZeroRoll False | set playercontroller rotation (pitch=0,yaw=0,roll=16384) | onrelease shot Cube0 ...
    3 KB (417 words) - 13:56, 9 November 2012
  • ...res displayed on a [[Legacy:Brush|brush]] surface. Used, for instance, for the monitors in in AS-OceanFloor that initially display "Computer online" and s ==Properties == ...
    2 KB (330 words) - 11:57, 31 August 2016
  • This action waits for a specified amount of time before firing the corresponding Output link. ** An Input linked here will Start the Timer. ...
    1 KB (205 words) - 12:56, 9 February 2012
  • ...at uses flags at various points in the level. When you place a FlagBase in the level it will appear as a blue flag. For the UT200x version of the FlagBase, see [[Legacy:XRealCTFBase|xRealCTFBase]]. ...
    899 bytes (141 words) - 18:39, 5 March 2016
  • ...hods used to have sounds in a map that can be triggered. (Nobody has taken the time to write about it for UT2003 yet!) ...ooping sounds, things are a little more complicated: the problem is making the sound stop. ...
    3 KB (502 words) - 19:21, 29 September 2015
  • | {{tl|CollisionHeight||Actor properties}} | {{tl|CollisionRadius||Actor properties}} ...
    494 bytes (63 words) - 17:57, 3 March 2016
  • These properties determine the size and behaviour of an [[Legacy:Actor_(UT)|Actor_(UT)]]'s [[Legacy:Colli Note that the cylinder is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s orientation. ...
    2 KB (218 words) - 16:03, 12 September 2016
  • ...iling<sup>[[Legacy_talk:TeamCannon#Automatic_Attacking_State|1]]</sup>, as the [[Legacy:Mesh|mesh]] extends an arm downward to fire out of. ...ies window. Expand TeamCannon. These are some properties you might want to set: ...
    3 KB (537 words) - 20:31, 5 March 2015
  • ...the '''Volumetric''' brushbuilder in the [[Legacy:Toolbox|toolbox]] (it's the buttons whose tooltip says "torches chains etc") ...t. Right click on the brush to adjust proportions. It's a good idea to set the Translucent [[Legacy:Surface Flags (UT)|surface flag]]. ...
    1 KB (237 words) - 06:14, 5 April 2011
  • # At some point in the gamma-correcting and cropping fandango, resize it to a square image and the # Convert the colour palette to a 256 color palette. Once that's done, save your manipula ...
    3 KB (518 words) - 12:53, 14 April 2015
  • ...t set to match the CreatureFactory's Tag, so that their death will Trigger the factory. ==Properties== ...
    1 KB (156 words) - 21:00, 28 August 2014
  • ...nWhileTriggered state. A variance can also be set for the timing, so that the replay time can seem more 'real'. ==Properties == ...
    2 KB (264 words) - 22:47, 23 September 2016
  • ...follow a defined path, by specifying [[Legacy:PathPoint|PathPoint]] nodes. Set ''bStatic'' to TRUE to get it working. ...not need speed/deltaU settings. Maximal 35 nodes are possible and because the first and last are dummies, 33 real positions are possible. ...
    2 KB (368 words) - 06:26, 2 January 2025
  • ...rent on variables by providing additional information of variables such as the semantics of variables, friendly names, interaction, visual appearance and A metatag is placed at the end of a variable before the final semi colon like: ...
    5 KB (716 words) - 05:08, 1 August 2011
  • The flockpawns are: All of these (except the rabbit and the bird) need a [[Legacy:FlockMasterPawn|FlockMasterPawn]] to work. ...
    2 KB (325 words) - 23:28, 10 November 2016
  • ...[Legacy:Fog|fog]] to a map or an area in a map. It works by simply tinting the rendered scene by a specified amount. View Fog is sometimes also referred t ...camera. It is specified by the ''ViewFlash'' and ''ViewFog'' variables in the zone's [[Legacy:ZoneInfo (UT)|ZoneInfo]].ZoneLight. Here's a sample config ...
    2 KB (268 words) - 04:04, 25 December 2016
  • ...ive based actors such as [[Legacy:FlagBase|FlagBase]] or actors special to the mod. In order to fix this despite the coder's lack of time/interest which haunts many mods, I found a work-around ...
    3 KB (477 words) - 13:02, 6 June 2015
  • ...h boots are prefered if avaiable due to harmlessness), or with the feet if the zone has low gravity (ZoneGravity.Z smaller than ~500). ...he jump, and another near the JumpSpot. Match their LiftExit -> LiftTag to the JumpSpot's one. ...
    3 KB (453 words) - 10:52, 19 January 2016
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