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  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Inventory (Package: Engine)}} ...some sort of power-up) this can be represented by them carrying a piece of inventory which is responsible for making changes to the player (such as adding a vis
    5 KB (715 words) - 18:21, 26 January 2007
  • {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> Inventory (Package: Engine)}} ...gacy:Inventory|Inventory]] in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called [[Legacy:Pickup|Pickup]].
    4 KB (431 words) - 06:02, 18 January 2004
  • The placement of inventory items around your map can either aid or hinder gameplay. Item positioning ...r:''' This page should contain some info about how bots will interact with inventory items. I have linked to this page from the [[Legacy:Basic Bot Pathing|Basic
    12 KB (2,033 words) - 20:47, 23 September 2006
  • ...[[Legacy:Object (DX)|Object (DX)]] >> [[Legacy:Actor (DX)|Actor (DX)]] >> Inventory (Engine)}} The inventory class, the parent class of all objects which can be
    2 KB (230 words) - 22:04, 9 February 2004
  • [[Legacy:Inventory (DX)|Inventory]]
    4 KB (379 words) - 11:43, 14 November 2009
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Inventory Functions}} ==Inventory Related Functions ==
    2 KB (309 words) - 23:07, 25 April 2002
  • This tutorial will show you a really easy way of creating a customizable inventory for your mods. This tutorial also uses a static mesh component that you can You have to tell the game about your new inventory, so UT3 has the ability to recognize your unpublished scripts.
    6 KB (880 words) - 08:20, 16 November 2010
  • I created my inventory purely from imported meshes from 3DSMax, so I guess that is why the UTPicku
    2 KB (261 words) - 07:22, 14 December 2008
  • {{UE1:Inventory (U1)}}
    22 B (3 words) - 09:12, 17 May 2008
  • The inventory class, the parent class of all objects which can be ===Property group 'Inventory'===
    13 KB (1,519 words) - 09:10, 17 May 2008
  • The inventory class, the parent class of all objects which can be ===Property group 'Inventory'===
    14 KB (1,602 words) - 09:10, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    8 KB (841 words) - 09:11, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    8 KB (870 words) - 09:11, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    6 KB (713 words) - 09:10, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    6 KB (715 words) - 09:10, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    6 KB (732 words) - 09:11, 17 May 2008
  • Inventory Inventory is the parent class of all actors that can be carried by other actors.
    7 KB (872 words) - 09:04, 22 April 2013
  • {{category subclasses|Inventory|Actor|UE1}}
    4 members (2 subcategories, 0 files) - 07:39, 23 May 2008
  • {{category subclasses|Inventory|Actor|UE1}}
    4 members (2 subcategories, 0 files) - 07:39, 23 May 2008
  • {{category subclasses|Inventory|Actor|UE2}}
    8 members (4 subcategories, 0 files) - 07:39, 23 May 2008

Page text matches

  • {{links|Actor|Pawn|Inventory|prefix=UE1:|suffix=_(UT)}} {{links|Actor|Pawn|Inventory|prefix=UE1:|suffix=_(UT)}}
    819 B (114 words) - 08:52, 14 March 2008
  • ...he [[Legacy:Inventory|Inventory]] class itself to build the linked list of inventory items.
    11 KB (1,436 words) - 10:56, 3 June 2006
  • ...on) or to adjust the result based on other factors (such as a Pawn's other inventory wanting to affect the result).
    38 KB (5,274 words) - 20:14, 6 April 2016
  • * [[Legacy:Inventory|Inventory]]
    5 KB (572 words) - 18:50, 9 August 2010
  • ; Inventory Inventory : Inventory chain ; Frob( Actor Frobber , Inventory frobWith ): Called to frob (use) an object. This function is an abstract s
    8 KB (1,074 words) - 15:18, 20 January 2006
  • ...acy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Pickup (UT)|Pickup (UT)]] >> [[Legacy:Ammo (UT)|Ammo (UT
    321 B (37 words) - 09:11, 23 May 2003
  • +- [[Legacy:Inventory|Inventory]] ...nough subclasses for making a class tree on that page. ([[Legacy:Inventory|Inventory]], [[Legacy:NavigationPoint|NavigationPoint]] and [[Legacy:WeaponFire (UT20
    19 KB (2,280 words) - 04:05, 19 May 2007
  • ...age by calling the <tt>ReduceDamage</tt> function of the first item in the inventory chain, but only if the Pawn's <tt>bIsPlayer</tt> property is <tt>True</tt> When building the list of armor items ''every'' item in the Pawn's inventory list is checked even if its <tt>bIsAnArmor</tt> is <tt>False</tt>. (e.g. th
    4 KB (659 words) - 16:10, 28 May 2002
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Pickup (UT)|Pickup (UT)]] >> [[Legacy:TournamentPickup|T
    430 B (56 words) - 12:15, 28 May 2002
  • * [[Legacy:Inventory (UT)|Inventory (UT)]] &ndash; Things that players can pick up and carry
    3 KB (465 words) - 00:50, 7 April 2006
  • +- [[Legacy:Inventory (UT)|Inventory (UT)]]
    19 KB (1,790 words) - 23:29, 27 May 2007
  • ...] of this class to a map: anything from decorations (meshes), spawnpoints, inventory items to special effects and so on.
    3 KB (494 words) - 14:43, 18 March 2004
  • ...[[Legacy:Pawn (UT)|Pawn (UT)]]s and ''False'' for [[Legacy:Inventory (UT)|Inventory (UT)]] items. ...ll count in the item count of some such mechanic. [[Legacy:Inventory (UT)|Inventory (UT)]] items are examples of this.
    8 KB (1,304 words) - 15:31, 18 April 2006
  • ...(such as a [[Legacy:Pawn (UT)|Pawn (UT)]]'s other [[Legacy:Inventory (UT)|Inventory (UT)]] wanting to affect the result)
    18 KB (2,644 words) - 12:49, 2 May 2022
  • ...| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> AssaultRifle (Package: xWeapons)}}
    1 KB (193 words) - 01:13, 22 October 2006
  • ;deployinventory : '''''S [1]''''' deploy given inventory item [alt deploy it]... ;dropinventory : '''''S''''' drop given inventory item...
    32 KB (1,956 words) - 14:27, 6 December 2005
  • ...acy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Pickup (UT)|Pickup (UT)]] >> [[Legacy:Suits|Suits]] >> A
    327 B (43 words) - 12:15, 9 May 2003
  • ...acy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Pickup (UT)|Pickup (UT)]] >> Ammo (Package: Engine)}} One does not actually posess a quantity of Ammo inventory items. Rather, an Ammo item is a placeholder which indicates how much of t
    5 KB (690 words) - 10:46, 20 February 2006
  • ; [[Legacy:Inventory|Inventory]] SpawnCopy ([[Legacy:Pawn|Pawn]] Other) : Calls the [[Legacy:Pickup|Pickup
    2 KB (310 words) - 17:10, 13 January 2005
  • ...| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> Ammunition (Package: Engine)}} ...contained in the Ammunition. This is used when the [[Legacy:Pawn|Pawn]]'s inventory.
    4 KB (543 words) - 18:20, 28 November 2006

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