Cogito, ergo sum

Search results

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Page title matches

  • ; RateWeapon : returns the Weapon's AIRating, a slightly randomized
    368 B (53 words) - 14:55, 16 November 2005
  • ...AltProjectileClass". You can choose to use these functions and finish your weapon as is, but that's never as interesting as writing these routines yourself. ...heck code is not really important right now. However, you can use it for a weapon that is not supposed to run out of ammo, to give the player more ammo.
    9 KB (1,488 words) - 22:33, 24 March 2008
  • Configurable Weapon Lockers are placeable actors designed for UT3. Configurable Weapon Lockers are meant to address two main issues:
    9 KB (924 words) - 20:35, 8 February 2008
  • Basically we go through Engine.[[Legacy:Weapon (UT)|Weapon (UT)]] and Botpack.[[Legacy:TournamentWeapon|TournamentWeapon]] here and ha When a [[Legacy:PlayerPawn|PlayerPawn]] wants to fire his weapon he executes his Fire (or AltFire) function which in turn calls the [[Legacy
    5 KB (808 words) - 10:04, 25 December 2002
  • ** [[Legacy:Weapon (UT)|Weapon (UT)]].SpawnCopy **** (weapon goes to state 'Idle2')
    1 KB (144 words) - 06:00, 19 July 2002
  • #putting down the old weapon #bringing up the new weapon
    2 KB (312 words) - 10:07, 15 August 2002
  • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Firing A Weapon ...arameters, it's much harder to figure out the chain of events that cause a weapon to get fired. The reason for this is twofold: first, much of the actual fl
    6 KB (820 words) - 15:29, 2 March 2010
  • ...nction. This all means we're going to have to do a little work to make the weapon bot-friendly. ==Weapon Functions==
    6 KB (923 words) - 10:49, 1 May 2005
  • {{classbox|Mod ideas for Any – UT/UT2003 – Variant Weapon}} ...change the params of the alt-fire. If it's done in the latter fasion, each weapon would have its own list of options to choose from.
    2 KB (359 words) - 02:33, 23 October 2003
  • ==Weapon Availability== This section is short and sweet – no one likes not having a decent weapon to run around with.
    954 B (155 words) - 15:19, 6 April 2006
  • sample Submitted by {DDG}Vaptor vehicle weapon changer gun //Bots should never try to wield the weapon.
    15 KB (1,533 words) - 15:46, 19 November 2007
  • ...03|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> Weapon}} ...reModeClass[NUM_FIRE_MODES] : This specifies the class activated when the weapon is fired, in the correct mode.
    19 KB (2,695 words) - 13:36, 8 August 2006
  • ...box| [[Legacy:Actor|Actor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> Weapon}} ; bool bCanThrow : if true, player can toss this weapon out
    6 KB (885 words) - 10:59, 11 December 2003
  • ...u must create 3 different models of that object. Now I say object because weapon modelers sometimes create objects that players can use that aren't weapons. ...has to render that model 10 times, where as the game only renders your own weapon once.
    2 KB (247 words) - 13:29, 4 June 2007
  • ...of this tutorial is available at [[Legacy:Weapon Mutator Tutorial (UT2003)|Weapon Mutator Tutorial (UT2003)]]. This version has been refactored and updated ==A Weapon Mutator – Making a more explosive Minigun==
    16 KB (2,168 words) - 05:43, 12 June 2010
  • ...version of this tutorial is available at [[Legacy:Weapon Mutator Tutorial|Weapon Mutator Tutorial]].'' ==UTute 3: A Weapon Mute – Did someone say Firestorm?==
    17 KB (2,534 words) - 09:00, 25 May 2006
  • ...odel from [[Legacy:3D Studio Max|3D Studio Max]] to UT2004 and getting the weapon fully functional by using UnrealScript. * Your weapon is similar to one of the weapons already in UT (for simplicity)
    5 KB (910 words) - 10:06, 2 March 2005
  • ==Weapon Modification: Faster Sniper Rifle== ...Rifle to make it shoot faster. Some modifications will be made on the new weapon's ammo for conveniance.
    9 KB (1,222 words) - 15:27, 22 November 2006
  • #REDIRECT [[Legacy:3D Studio Max Weapon Modeling And Import|3D Studio Max Weapon Modeling And Import]]
    102 B (16 words) - 09:26, 17 July 2003
  • ...utorial will not explain the in's and out's of modeling and texturing your weapon, only the basics on how to animate it and export it correctly into Unreal T ...a weapon with one texture, I will explain multi-textured first person view weapon models later):
    12 KB (2,027 words) - 17:30, 17 December 2005

Page text matches

  • ...function, it allows the actor to modify other components (such as a Pawn's weapon) or to adjust the result based on other factors (such as a Pawn's other inv
    38 KB (5,274 words) - 20:14, 6 April 2016
  • ; name WeaponName : The name of the arena [[Legacy:Weapon (UT)|Weapon (UT)]]'s class. ...nString : The actor to replace weapons on the map with. (usually the arena weapon)
    3 KB (421 words) - 09:53, 8 February 2008
  • | +- [[Legacy:Weapon|Weapon]] ...here won't be any classes that are ut2003 only, but a few classes (such as weapon fires, which now subclass object) moved around.
    19 KB (2,280 words) - 04:05, 19 May 2007
  • ...e behaviours... One could write general classes for every type of item or weapon or whatever and provide interfaces through behaviour and '_Item' instead of
    9 KB (1,280 words) - 13:05, 2 June 2007
  • ...ts higher than the closest lower level. Always keep in mind that the only weapon that can effectively hit things at a range of over 512 units it the sniper
    8 KB (1,474 words) - 06:52, 24 August 2022
  • | +- [[Legacy:Weapon (UT)|Weapon (UT)]]
    19 KB (1,790 words) - 23:29, 27 May 2007
  • '''Xian:''' Tried it on a weapon and the arrow appeared.
    8 KB (1,304 words) - 15:31, 18 April 2006
  • ...t filtered and will look blocky and stretched. For some stupid reason the Weapon superclass has this set to True by default.
    3 KB (507 words) - 09:09, 12 October 2004
  • ...ot be replicated to network clients. It is generally used for first-person weapon sound effects, HUD notifications, etcetera. ...omponents (such as a [[Legacy:Pawn (UT)|Pawn (UT)]]'s [[Legacy:Weapon (UT)|Weapon (UT)]]) or to adjust the result based on other factors (such as a [[Legacy:
    18 KB (2,644 words) - 12:49, 2 May 2022
  • ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> AssaultRifle (Package: xWeapons)}} ...eapons that a character starts out with in any type of game. It is a basic weapon that can deal damage but the pain it inflicts is not one to be rivaled to h
    1 KB (193 words) - 01:13, 22 October 2006
  • ...bFinishedFire ) : Called by [[Legacy:Weapon|Weapon]]. Returns true if the weapon should fire.
    4 KB (513 words) - 15:43, 7 December 2005
  • ;fire : '''''[duration]''''' fire (weapon / animation-based) for given duration... ;firealt : '''''[duration]''''' alt fire (weapon / animation-based) for given duration...
    32 KB (1,956 words) - 14:27, 6 December 2005
  • Parent class of ammunition types for [[Legacy:Weapon (UT)|Weapon (UT)]]s. Child class [[Legacy:TournamentAmmo|TournamentAmmo]] corresponds local class<weapon> WeaponClass;
    5 KB (690 words) - 10:46, 20 February 2006
  • ...n]] doesn't have the weapon it does not desire this weapon. If it has the weapon it then determines its desire from the ''MaxDesirability'' divided by the ' ...n then it wants the ammo at 35% of the ''MaxDesirability''. If it has the weapon and no ammo then the bot desires it at ''MaxDesirability''.
    2 KB (310 words) - 17:10, 13 January 2005
  • ...(simulated) : If their is no more ammunition then call the [[Legacy:Weapon|Weapon]] ''OutOfAmmo''. ...turns ''True'' if the weapon has ammunition, else returns ''False'' if the weapon does not contain any ammunition.
    4 KB (543 words) - 18:20, 28 November 2006
  • ''Weapon that places shockbombs which you can trigger (usually quite useless and bot ''The weapon I'm most proud of. When it hits it (sometimes) freezes whatever it hit for
    3 KB (429 words) - 07:24, 6 August 2004
  • ...rom firing their own weapons, you need to give them a non-functional dummy weapon whilst they are in control of the vehicle.
    8 KB (910 words) - 16:25, 17 November 2007
  • ...hing it has to offer. I've also added smoke grenades. So far the funnest weapon has turned out to be the Insane Bio Rifle on secondary fire, it charges up
    2 KB (382 words) - 09:59, 27 February 2004
  • ...roller instead and make your own bobbing to try and match the First-Person weapon meshes. It seems #2 would be decidedly more difficult, but it's something
    7 KB (1,213 words) - 14:34, 14 April 2006
  • ...also finally we want to extend AssaultRiflePickup so we can place the new weapon in our maps.
    3 KB (392 words) - 11:19, 25 December 2005

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)