Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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  • 2 KB (284 words) - 07:34, 17 June 2003
  • 24 B (3 words) - 03:02, 14 January 2010
  • This is a real time clock that I created. With some minor changes it can probably be used in a ...61.333333 * Level.Hour; // Set the hands to their starting point (current time).
    3 KB (367 words) - 18:38, 14 May 2005
  • The real time calendar for Tamearia turned out to be more complicated to code than I real
    10 KB (998 words) - 18:39, 14 May 2005
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • / Time-management class. / Coordinated Universal Time or UCT is the world standard time
    1 KB (182 words) - 10:11, 17 May 2008
  • / Time-management class. / Coordinated Universal Time or UCT is the world standard time
    1 KB (182 words) - 10:10, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • ...rovide support for [[wp:time zone|time zone]]s. The current local date and time can be accessed through variables of the {{cl|LevelInfo}} class.
    306 B (45 words) - 05:04, 6 December 2008

Page text matches

  • ...passed as function parameters and returned as function results, but every time the entire array is copied. They do not support replication at all.
    17 KB (2,692 words) - 23:57, 28 August 2015
  • ...est to get further help. Bring some patience, because despite being a real-time medium, communication over IRC may be slower than you may be used to from i
    5 KB (675 words) - 02:36, 9 August 2015
  • - It is subject to change at any time.
    18 KB (2,454 words) - 10:11, 17 May 2008
  • ; bool bStatic (const) : Does not move or change over time. Level designers should not change this, it will screw up net play. ; float LastRenderTime (transient) : Last time this actor was rendered.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.
    3 KB (514 words) - 20:14, 13 January 2005
  • ; float ClientOverlayTimer : sjs - client inital time count
    5 KB (778 words) - 02:29, 30 July 2005
  • ...playback speed of the animation sequence. TweenTime is the amount of game time the current animation frame is crossfaded to the start frame of the new ani ; bool TweenAnim( name Sequence, float Time, optional int Channel ) [native, final] : Crossfades from the current anima
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ; bNetInitial : It is true if this is the first time this actor has been replicated to the client. It is false otherwise. This
    4 KB (533 words) - 22:56, 18 January 2006
  • ...ot all property groups have been described yet. Please fill in if you have time.''
    5 KB (572 words) - 19:50, 9 August 2010
  • ; float LastConEndTime : Time when last conversation ended ; float ConStartInterval : Amount of time required between two convos.
    8 KB (1,074 words) - 16:18, 20 January 2006
  • ...pawn stop each time he wishes to fire. He won't move and shoot at the same time ...he pawn will ignore it. If set to 1 or above the pawn will duck during the time of "1" something (miliseconds is it? seconds?)
    3 KB (427 words) - 16:26, 21 April 2006
  • ...nyone have any idea why an AlternatePath would only be assigned 80% of the time? I assume that in the other 20% of cases, bots will just take the most dire
    7 KB (1,187 words) - 18:28, 20 July 2013
  • ; float EmitInterval : The delay between each time the sound is played in seconds.
    3 KB (481 words) - 12:34, 3 June 2003
  • I think its time to update. Today was my first time at my [http://yorku.ca/yorkweb/index.htm university]. I'm studying [http://
    2 KB (285 words) - 20:34, 8 September 2003
  • ...the time (first hill in the map), or by letting the hills switch based on time alloted to each hill by the mapper
    3 KB (488 words) - 17:26, 27 January 2004
  • ...the second arrived. Glad you're having fun though. There may have been a time when I wasn't constantly tired - I just can't remember it. :)
    2 KB (368 words) - 05:30, 12 April 2004
  • ...e are bound to cause trouble not just in this section. I think now is the time to dicuss how info applicable to Unreal/UT/RUNE/Wot/Undying is going to be
    4 KB (698 words) - 12:57, 5 January 2003
  • ...tor is allowed at the same time. If you use two Arena mutators at the same time (e.g. Shock Arena and InstaGib DM), you'll end up with NO weapons at all, n
    3 KB (421 words) - 10:53, 8 February 2008
  • ...ionInfo|PlayerReplicationInfo]] like Unreal monsters or the turrets. Every time a non-player pawn (neither Bot nor PlayerPawn) kills a player an Accessed N
    1 KB (203 words) - 12:25, 16 September 2002
  • ...e big page pointing to all classes, making it easy to navigate at the same time. (so you can browse the tree just as in UEd) I don't know if this is possib
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...ed into the same map or another, but note that UnrealEd often takes a long time to process a paste command. It can also be pasted into a text editor, where
    6 KB (889 words) - 10:46, 20 September 2008
  • ...nd has ended (because the assaulting team has completed its mission or the time ran out), assaulters and defenders switch positions. ; float SavedTime : The time the first team needed to win the match.
    3 KB (445 words) - 14:03, 2 September 2004
  • ...t. Even some AC97-audio cards have software support for EAX! It takes no time at all, has ZERO impact on performance because it's dependent entirely on t
    8 KB (1,474 words) - 07:52, 24 August 2022
  • ...4.0''. While Dad tried unsuccessfully to get Win95 to stop crashing every time he typed the word 'unix', I desperately tried to remember the '''''%#$@'''' ...I live under a rock). Love at first fight. When I played it for the first time, my jaw dropped at how realistic it all looked. (Stop looking at me like th
    5 KB (877 words) - 21:16, 1 December 2006
  • ...id-shaped (square base, tip down) antiportals in JB-Aswan-v2 and both real-time wireframe view in UEd and rmode 1 in game suggest that they really occlude ...th how I remember it working in Devastation (although that was a long long time ago, and before 2K3 & 2K4).
    16 KB (2,582 words) - 13:58, 13 July 2007
  • ...egacy:RatedMatchInfo|RatedMatchInfo]] ''Not expanded - no plans to at this time'' ...[Legacy:RatedTeamInfo|RatedTeamInfo]] ''Not expanded - no plans to at this time''
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ; bStatic : This actor doesn't move or change at all over the course of time. [[Legacy:PathNode|PathNode]]s are bStatic, for example, because they don'
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ; Sleep (float Seconds) : Waits for the specified amount of time. Note using continual low values of sleep() (<0.1) is not recommended, as ;* TweenTime = Amount of Time to "tween" into the first frame of this animation sequence if in a differen
    18 KB (2,644 words) - 13:49, 2 May 2022
  • '''Bob_The_Beheader:''' Hey, it's about time :)... I don't know very much about this, but I've done what I can.
    4 KB (446 words) - 05:01, 2 June 2007
  • ...ex situation that is impossible to reproduce in every detail, and the next time the program is executed and the situation is slightly different, the bug ma ...much as possible of the situation that caused the bug to appear the first time and the events preceding it and then successively '''strips it of everythin
    8 KB (1,466 words) - 10:37, 28 December 2010
  • ;sleeprand : '''''[x.x]''''' puts controller to sleep for random time in 0..x.x seconds (x.x defaults to 1.0)...
    32 KB (1,956 words) - 15:27, 6 December 2005
  • ...he LadderVolume. Because of this little "feature" it causes an error each time I rebuild. It should be possible to make this work somehow, so I've create ...ese ladders can you help pls any advice would be apprichiated thx for your time
    7 KB (1,229 words) - 13:27, 19 March 2008
  • ...hout fakebackdrop is much like a solid wall, and I can't remember the last time I saw sunlight go though a solid wall.
    5 KB (877 words) - 09:23, 27 December 2006
  • plus I like to play coop(like 98% of the time) ...e ISA?) network card), or maybe the cable is in wrong (light go on all the time when this haps), oh you misspelled floppy wrong, you know that? :D
    4 KB (706 words) - 09:46, 30 June 2003
  • At any time, you can change Views (from the Cascading Menus at the top of the Browser w
    4 KB (652 words) - 15:03, 19 April 2015
  • ...amn sure, but reading about it piques my interest. I figured it was about time that I did my part in helping out :)
    1,016 B (188 words) - 02:44, 21 May 2003
  • ChatFilter had some updates to the server package a couple of time. Because we don't want the old serverpackages still in the list (because we
    4 KB (587 words) - 04:12, 5 June 2003
  • ...lt properties. No more resizing dozens of components in design mode every time you change one option! :) ...when you create it it is automatically added to the Controls array at run-time so you don't have to mess with filling in the array yourself.
    12 KB (1,935 words) - 04:15, 29 September 2004
  • ...nd gotten up since last update. I imagine this won't be the first or last time, so I beg the reader's indulgence... Well, anyway, time to move on from that little side-track.
    34 KB (6,022 words) - 03:42, 5 August 2003
  • <br />Hopefully I'll have time to develop this page as I go.
    3 KB (446 words) - 15:46, 10 April 2006
  • ...of the [[Legacy:Pickup|Pickup]]. The desirability is based on the respawn time and the amount of armor that the bot currently has.
    675 B (84 words) - 22:55, 17 December 2005
  • ...mmo (travel) : Amount of Ammo to give when this is picked up for the first time
    4 KB (543 words) - 19:20, 28 November 2006
  • ...), I am rather sure that function invocations in UnrealScript are constant-time and rather efficient at that. I expect that after loading an UnrealScript .... I'll certainly have a closer look when I've got my normal share of free time back.
    15 KB (2,381 words) - 14:23, 18 November 2005
  • array is a binary search tree (BST). Should search time prove a /* Since end() returns an iterator with the same value every time, it should
    7 KB (883 words) - 18:46, 3 September 2003
  • time, to complete a traversal of the BST. the root (first time through) or the left-most child of the right
    6 KB (805 words) - 18:49, 3 September 2003
  • ...es animation control already. These where overruling my animations all the time. A good way to solve this is by setting the Physics to PHYS_None, this stop ...t their animations working online, its just a start. I might add more over time. Specially since I don't have it all working myself. ;)
    4 KB (629 words) - 11:59, 26 November 2006
  • ...xture) is also animation. That is the heart of the art &ndash; change over time. ;Texture animation: The creation of any change over time in the textures applied to the surfaces of objects in Unreal scenes. [[Lega
    6 KB (916 words) - 11:35, 13 March 2008
  • ...y main talent is programming, although I do dabble in mapping from time to time. I'm still learning UnrealScript, but getting the hang of it pretty quick. ...n world (aka the 'real world' around here), I am a student and I work part time for my dad's small business developing accounting and inventory software on
    2 KB (382 words) - 10:59, 27 February 2004
  • ...gering player as the target. It also allows the mapper to set the minimum time between firings and the maximum number of firings. ; resetTime : The minimum time between firings. Note that each individual cannon takes about 3 seconds to
    6 KB (922 words) - 17:26, 17 November 2007
  • Well, Amazon sure took their sweet time in getting my limited edition copy of UT2004 to me. Ended up nearly a week ...hanical objects and can wrap my head around 3D proportions. However, over time I've also picked up a fair amount of experience with coding as my research
    5 KB (914 words) - 17:27, 16 April 2004
  • ...o home in on. Each of these Bot guns would then fire their own weapons in time with the gunner's to simulate the effect of coordinated battery fire. The ...that are meant as counters to larger ships. Slow rate of fire and travel time.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • ...nother thing. I just choose the most used ones. I didn't bother taking the time to custom fit them for all areas, since the monsters are kind of randomly c -I dunno if I have the time, ideas, creativity, and the ability to do the mofit facelift...I'd rather f
    11 KB (2,075 words) - 08:34, 19 February 2009
  • Today I played (haven't do that in a long time) the whole map from beginning to end, and it seemed better then I expected. ...'''' days. And most of them I actually '''did something''' for it - my 1st time.
    12 KB (2,086 words) - 19:21, 13 July 2004
  • ...hat you've got a good idea of what the story behind your scenario is, it's time to start thinking in mapper terms. Your story should already have given yo ...one place forever. Also keep an eye on the total game time. The default time in the game for one round of an Assault map is ten minutes, and this is a g
    15 KB (2,732 words) - 14:00, 21 November 2004
  • ...grass-like texture in the Texture Browser and create a second layer. This time, set the "Alpha Fill" setting to black (0,0,0) (this will cause the layer t # Now that we have all the basic BSP in place for the base, it's time to fiddle with textures. Adjust the scaling and position so that they look
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...hich display on the HUD directing people to attack or defend them when the time comes. Now would be a good time to check to make sure that our door will look right when it's been blown up
    15 KB (2,465 words) - 20:35, 13 January 2005
  • Now it's time to set up how we're going to get players into this nice map of ours. As yo ...ding a lot of time running all over the place to stock up on weapons every time you die before you can rejoin the assault is both annoying to players and p
    9 KB (1,604 words) - 09:36, 5 June 2007
  • ...things (which basically means they're all huddling around the objective). Time to make them a bit smarter too (again, if you've made CTF, Domination, or s
    14 KB (2,365 words) - 06:29, 31 January 2007
  • ...ough the doorway and ...off the edge of the world. Hmm.. Looks like it's time to build the rest of our map, huh? ...must touch and "hold" (by continuing to touch it) for a certain amount of time in order to complete it (the most common way that HoldObjectives are repres
    23 KB (3,803 words) - 12:44, 15 July 2006
  • ...: When set to true the vehicle will respawn when it is destroyed after the time specified in the RespawnDelay field ...nd position (It is only posible to have one vehicle (that is spawned) at a time with this, if you have more than one it will rotate as the vehicle with it
    8 KB (1,410 words) - 06:11, 31 January 2007
  • [[Legacy:Tamearia Real Time Clock|Tamearia Real Time Clock]] [[Legacy:Tamearia Real Time Calendar|Tamearia Real Time Calendar]]
    879 B (120 words) - 04:56, 15 April 2007
  • * Editor startup time can be reduced from minutes to couple seconds by removing game-specific Edi
    2 KB (335 words) - 21:58, 15 September 2005
  • ...the grid without you having to go into it's properties and change it every time you add it, you can make actors snap to the grid as soon as you add them, w ...rty change must be saved. If you do not save the property change, the next time you load UnrealED, your change will be lost, of course, and actors you add
    3 KB (536 words) - 11:43, 24 October 2005
  • '''Note:''' Ive spent a very long time getting this to work properly online where things dont work the same as whe ...ish it to take before blowing up. DO NOT delete the spawner objective this time!!!
    6 KB (1,040 words) - 13:15, 24 December 2005
  • ...is occupied. Useful for situations where you want to know if it's a good time to ACTION_PossessPawn, otherwise you may want to keep it "Monsterized" and
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...d, gameplay speed will slowdown allowing all players to enter into "Bullet Time" like in the matrix trilogies. ExecMessage = "Bullet Time!"
    7 KB (1,072 words) - 12:44, 6 May 2009
  • ;float RespawnDelay : The amount of time before respawning the vehicle.
    5 KB (676 words) - 21:17, 11 March 2010
  • ..._EnergyCore_Delivery. This is because Power Cores can be picked up at any time during the game, but will not respawn once delivered. Therefore, if a Powe
    2 KB (263 words) - 16:08, 27 December 2006
  • ...ts the ammo had along with it, such as acid shells burning the tower for a time or frag bombs shattering and spraying shrapnel everywhere. once the tower i
    3 KB (572 words) - 17:30, 19 June 2007
  • ...ks for your comments. I'll take a screenie of the snap to grid button next time I'm using UEd. :-)
    3 KB (480 words) - 06:58, 26 November 2006
  • ...llisionRadius]] is initially 200 world units, and shrinks by 25 units each time the BioFear is touched. When the CollisionRadius has shrunken below 120 wo
    1 KB (169 words) - 12:47, 15 November 2009
  • ...brush will automagically vertex-edit all other instances as well (and real-time). Since I guess that unused model objects won't be saved along with the ma
    6 KB (867 words) - 01:59, 7 April 2006
  • ...This allows you to make revert back to the original transformation at any time. ...and jack-up the total size, to make it look like your bug-sized, but every time I use the scaler OR edit the MainScale/PostScale, all the brushes end up in
    6 KB (981 words) - 03:58, 11 September 2006
  • ...d brushes hollowed out to make room for the stuff "below deck". The first time I built the map I simply placed a zone portal (for the water) across the en
    11 KB (1,933 words) - 22:50, 19 May 2006
  • ...in your perspective view at the fake back drop. You'll need to have real time enabled in perspective view.
    9 KB (1,558 words) - 11:52, 2 March 2016
  • |longest build time * the BSP tree knows which items are drawn in front of the other ahead of time
    4 KB (518 words) - 15:11, 18 January 2007
  • ...o greatly reduce the amount of work the game engine has to perform in real time to draw [[Legacy:Polygon|polygon]]s on the player's screen. ...ossibly find someone to create the utility for you, but it may be somewhat time consuming to make.)
    6 KB (1,022 words) - 03:49, 6 December 2006
  • ...ationPoints can slow the map down; the more nodes in the network, the more time it takes to calculate a path through it. So don't go overboard. Try to eco When it's time to handle the more advanced bot behaviors such as riding lifts, using jump
    9 KB (1,425 words) - 12:59, 16 August 2010
  • ...were first introduced to solve the hidden surface removal problem in real time. The original concept was developed for a static scene with a changing view ...ed to be done, such as view frustum culling and portal rendering. The CPU-time used to do these computations could be used to enhance other effects in the
    8 KB (1,475 words) - 13:24, 14 August 2003
  • <table bgcolor="#cccccc"><tr><td><font color=black size=+2>The All-Time Most Humongeous BSP Hole Rant</font></td></tr></table> OK ... It's the time for answers. The BSP is a data structure indeed, ... it's static too. Rebui
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ...ity, or a sealed-off (with external doors, or debris) passage. Most of the time, however, players will not be particularly concerned with how they got ther
    5 KB (936 words) - 21:58, 22 October 2005
  • ...brush will automagically vertex-edit all other instances as well (and real-time). Since I guess that unused model objects won't be saved along with the ma .... the only difference was that I moved it away from the origin and the 2nd time there is no Model information in Textpad
    2 KB (325 words) - 03:43, 25 May 2003
  • 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
  • ...n exec function in your player class if you have one. This is good for one time use functions like QSFire()
    8 KB (1,259 words) - 09:21, 24 January 2012
  • ...in maps just to keep the filesize down. I'm on a 56Ghey so it takes a long time to upload as well as download ya know :-) I always keep a copy of the map w
    2 KB (268 words) - 14:13, 4 February 2003
  • ...ght be able to write a good beginner's tutorial (that or waste a lot of my time :D). ...reate a room]], which have been very "under construction" for a long, long time. I've started laying down an overview of the concepts involved in map-makin
    23 KB (3,878 words) - 20:14, 16 July 2014
  • <i>To be continued when I have more time and enthusiasm - come back NFG</i>
    5 KB (748 words) - 17:39, 26 September 2006
  • ...yer() function is called. I'll have a go at proving that tonight if I get time. ...where it's called from. You could maybe call PickTarget every X amount of time (much more frequently than the bot's normally would) though that would not
    13 KB (2,175 words) - 10:55, 18 November 2007
  • '''Wormbo:''' Welcome to the Wiki. Enjoy your stay and have a good time figuring out which way is up. ;) When you're done with that, you could add ...t figured I'd wait until I'd contributed something. :D That'll come with time, no doubt. :)
    2 KB (246 words) - 15:23, 14 January 2003
  • ...teal the hellbender code and re-mesh it as a bulldog... Not that I'll get time to do that but there we go.
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...e now and again and I am finally just about done with a map (for the first time in about a year O_o). The map is a Deck16 remake, or it was supposed to be, ...his map aswell, so much for finishing it no matter what. But at least this time it's because I realised I did 2-3 things completly wrong which is why the m
    10 KB (1,830 words) - 07:31, 6 February 2004
  • ...ks and welcome to my page. I plan on adding some stuff in here when I have time and helping out on the Wiki. It has actually come in handy a few times for ...ed in several years for Unreal I. UT2003 had already been released by this time. Note: I totally skipped the UT phenomenon. Was having too much fun with Un
    5 KB (975 words) - 22:24, 13 September 2004
  • ...r later processing/execution. So that's why I will handle both at the same time. ...hat it doesn't interpret the code, it doesn't calculate the values. So run time errors (e.g. divide by zero) are not checked by the checker.
    11 KB (1,806 words) - 07:14, 25 July 2005
  • Log("Compile time: "); Log("Execution time: ");
    2 KB (239 words) - 03:08, 27 April 2003
  • ..." |&dagger; &ndash; ''The NaliCow carcass will DeRes and disappear a short time after this behavior.'' ...emoved via Destroy(), this NPC will be automatically destroyed after a set time defined with Lifespan.
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ...of course, but it's normal to have about 30K to 60K polys *in view* at any time. Your level could have a great great GREAT deal more than than, it's all ab ...very densely with environment static meshes. These are built (most of the time) in a modular fashion, and pull a lot of the weight level textures used to
    13 KB (2,312 words) - 02:48, 23 June 2004
  • '''Boff:''' I will update this page but I don't have much time for blogs with my various other porjects and REAL LIFE interveneing (spelli
    884 B (130 words) - 03:24, 20 December 2006
  • ...r got past the model changing code, but I was instantly impressed with the time based, state based, and networking based model used by UnrealScript. It's *add time trial
    3 KB (507 words) - 15:01, 3 July 2003
  • Tiling is pretty easy if you take your time. The clone stamp tool is GREAT for tiling. Be careful when setting a brush I thought I would take time to show how I create a UT map from beginning to end. I will add to this as
    8 KB (1,542 words) - 03:44, 5 August 2003
  • ...to know about it. Now Can do anything with it and I still spend all of my time on it because I dont have the internet at my house.:( I've made at least 50
    612 B (121 words) - 03:45, 5 August 2003

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