My program doesn't have bugs. It just develops random features.

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  • ...ng changed to reflect the team of the point's new controller. However, it's this last set of statements that doesn't work, because the ControlPoint is
    2 KB (400 words) - 14:50, 20 January 2006
  • ...ptedTrigger|ScriptedTrigger]] with [[Legacy:ScriptedAction|ScriptedAction]]s instead. * the secret door in UT's DM-Codex
    3 KB (366 words) - 17:41, 28 December 2005
  • * Don't try to select a surface's underlying brush with SHIFT+Left-Click if the brush has been deleted (see [ * Don't duplicate a brush that's smaller than the current grid size, or equal and off-grid.
    18 KB (3,042 words) - 14:46, 21 February 2016
  • The ''New'' keyword is used to create new [[Legacy:Object|object]]s which are not a subclass of [[Legacy:Actor|Actor]]. ...eywords]] rather than a function, there is no definition for New, but here's what it would look like if there were:
    14 KB (2,234 words) - 17:13, 21 December 2012
  • Due to the lack of any color operators, let's make a few: // Remember that averaging operator we just used? Now it's suddenly useful, so I've copied it into here
    3 KB (436 words) - 12:37, 15 March 2004
  • ...''' Wow that's amazing. NOT! I have a Turret for UT, that follows the user's view rotation. I tried attaching another mover to it (why I did is not impo
    1 KB (158 words) - 11:04, 9 February 2008
  • ...e set in the [[Legacy:UnrealTournament.Ini|UnrealTournament.ini]] file. It's not clear to me whether you can (or should) reliably override the bNoMonste
    2 KB (324 words) - 21:34, 25 December 2006
  • |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als
    6 KB (1,023 words) - 09:58, 31 May 2016
  • ...all it does in a map is walk around, graze, and look cute. However, that's usually enough for SinglePlayer mappers to use them in their maps. They're
    1 KB (208 words) - 13:21, 10 February 2006
  • ...translucent">Translucent</span>: The brightness of the color determines it's opacity. i.e. ...Alpha Channel|alpha channel]] to determine the translucency of the texture's pixels.
    4 KB (642 words) - 17:11, 12 August 2016
  • The Unreal world is of course is three-dimensional, but let's imagine something simpler. Suppose you have a big sheet of rolled-out dough ...rsor, press the add button. Your small cubic space has just vanished. It's been filled with stuff by the addition you just did.
    4 KB (773 words) - 09:06, 15 October 2003
  • * Fordy's Pack: http://www.planetunreal.com/fordy/uedbuttons.htm
    2 KB (259 words) - 20:24, 28 December 2005
  • ...r, knowing the password as well, can then validate the data and the client's authenticity by calculating the same checksum itself and comparing it to th ...ted algorithm would have the server send the client a challenge first that's also digested by the checksum algorithm. That way the server could be sure
    5 KB (603 words) - 02:13, 5 February 2006
  • The Unreal Wiki's scripts and styles are maintained in a CVS repository. See [[:{{SUBJECTSPA CVS keeps track of all changes and allows users to view every file's ''history'' (the list of log entries associated with a file) and any prior
    6 KB (1,054 words) - 16:05, 28 March 2006
  • ...ike to have access to this repository (with a short explanation why, if it's not evident). ...e TCP/IP compression'' to have the data transparently compressed before it's sent to or received from the CVS server. If you have a really fast connect
    8 KB (1,364 words) - 16:39, 9 January 2003
  • '''Get yourself a decent text editor.''' Notepad rarely crashes, but that's about the only thing to be said in its favor. A decent [[Legacy:Text Edito ...probably the most efficient way to implement a document search from a user's point of view.
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...Legacy:Create A Static Mesh|Create a static mesh]] that has your new mover's desired shape, or find an existing one that suits your needs Your mover is now placed in your map. But it's not going to do anything yet. There are two more things to do: tell your mo
    2 KB (348 words) - 20:07, 28 December 2005
  • ...urse, are no different. Unfortunately, [[Legacy:UnrealScript|UnrealScript]]s file system functions are somewhat limited. There are no file streams or ot ...that is a config variable, and you change it's value in the .Ini file, it's default value for that string will have updated when that class' package is
    7 KB (1,264 words) - 20:25, 2 April 2016
  • ...t of the site is in Wiki shorthand, I think at the very least the beginner's tutorial should be in straightforward language. Once they have grasped the ...t drag your mouse around in the window. The view rotates around the camera's center.
    8 KB (1,398 words) - 18:19, 31 January 2005
  • * I miss one big feature in Tarquin's torus brushbuilder, the ability to build tesselated torus! : ''Builds Slices of a sphere like tarquin's cylinder builder''
    1 KB (217 words) - 16:24, 18 August 2007
  • ...aces further up in the file or missing declarations in a superclass (if it's part of your code). The Wiki recommends the [[Legacy:UMake|UMake]] compilin ...is there because the usual way to access the class varaible is blocked. It's easier to find the problem with this warning when you access the obscuring
    41 KB (6,822 words) - 16:58, 29 April 2010
  • '''Mychaeel:''' ...or find a mod team that's interested in your skills. Unfortunately modellers without coding skills i
    803 B (124 words) - 09:26, 11 January 2005
  • ...'s just to the other side of a room. If we're going to have a grapple, it's only right that we have the bots use it in the same *intelligent* manner it If it's the latter, then we might have to go the route of tweaking the bot controll
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...ng, it needs to be tileable (all of it's edges need to be able to touch it's opposite edge and blend nicely). If a texture isn't tileable it will look a ...ped tutorial in HTML format about making textures (by monsto). Because he's short on time at the moment he asks that somebody put it on the Wiki: http
    4 KB (686 words) - 00:55, 18 July 2006
  • ...|CreatureCarcass]] (Contains whole bodies of [[Legacy:Pawn (UT)|Pawn (UT)]]s from Unreal. These can be mutilated into [[Legacy:CreatureChunks|CreatureC ...s, tails, arms, legs, and guts from Unreal's [[Legacy:Pawn (UT)|Pawn (UT)]]s.
    1 KB (135 words) - 21:09, 13 January 2005
  • Some pages have branches of the tree where it's useful to have an overview of all the subclasses. E.g. [[Legacy:Material|Ma
    3 KB (394 words) - 03:02, 23 January 2007
  • * It's generally better to use the Rotation property of the controller than either Here's a quick run down of some of the things I did while working out how it all w
    8 KB (1,242 words) - 00:02, 18 September 2006
  • ...lEd 2|UnrealEd 2]]. Whether they are actually required or not &ndash; that's another question: watch this space! :D
    938 B (140 words) - 19:05, 17 December 2005
  • Welcome on Claw's personal pimpage. ...m not the only one with the problem of Uni and UT2003 coming out... :) It's great on productivity, no? :D
    2 KB (282 words) - 14:21, 8 August 2003
  • ...g as a novice modder was in any way interesting to anyone but myself. that's changed a bit lately. ...as anything more than a random neural fart in some Z80 or 6502 codejockey's mildly chemicalized greymatter.
    4 KB (657 words) - 12:30, 23 April 2004
  • The shape that we have created doesn't look like much. It's simply a red wireframe box. In order to create a room in our solid univers *# Use the ''Ctrl-S'' keyboard shortcut
    7 KB (1,253 words) - 09:21, 25 March 2008
  • ====That's It ==== At this point it's worth saving the map again. Use the ''File -> Save'' to save the level ove
    7 KB (1,183 words) - 03:46, 12 August 2003
  • * In one of the side views move the light you just added down so that it's around 196 units (1.5 big squares) below the ceiling. You can do this by c ...e second light you added, and below that the first light you added. There's a picture below.
    8 KB (1,356 words) - 09:22, 25 March 2008
  • ...ed. This is the direction that the players will face when they spawn. It's well worth rotating the player start points so that they face away from wal ====That's It ====
    3 KB (461 words) - 09:23, 25 March 2008
  • '''ProjectX:''' He's right you know, and anyway, enjoy the page, it's not used for much :)
    889 B (147 words) - 14:11, 10 October 2002
  • [[Image:Legacy_spline_pipe_2.jpeg|center|See all those X's? We're about to play connect the dots between them]]
    5 KB (868 words) - 08:44, 11 October 2002
  • ...pping on and drag the small circle's vert to the top of the largest circle's vert. If done correctly they will snap and line up exactly(''Cut endpoint s ...exactly like. You can change the shape by moving the handles on the circle's verts. Play around with them and you will get the shape you want. Mine turn
    8 KB (1,464 words) - 00:16, 1 December 2004
  • ...This method has limitations, but is suitable in certain circumstances. It's particularly useful for adding custom actors to a map, as the new class can ...the code you entered), you'll get a "Success" message in the editor window's status line (you might have to move the window up a bit to see it). You can
    5 KB (754 words) - 15:16, 11 April 2006
  • ...uilt on Mychaeel's Wookee Playground perl script. Any mistakes are tarquin's fault :D.'' Obviously, my split on /\n/ was too simple. Here's work in progress on an atomiser:
    10 KB (1,534 words) - 23:59, 4 January 2006
  • ...on]] that will run clientside and locate the 'local' playercontroller. Let's use <code>[[Legacy:Tick|Tick]]</code>. ...eraction|Interaction]] to the [[Legacy:PlayerController|PlayerController]]'s InteractionMaster.
    11 KB (1,595 words) - 22:43, 29 April 2021
  • ...oller]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You only need to add a small amount of code, and a variable. .. and that's it.
    4 KB (545 words) - 00:17, 1 December 2004
  • '''Andrew:''' Neither of these seem to work for online play. It's because the Player hasn't been assigned to the
    2 KB (221 words) - 16:53, 25 January 2004
  • ; Filenames : The filenames it produces match existing ones (Epic's packages, or custom created). Therefore we can assume it uses data from th
    1 KB (196 words) - 19:16, 10 August 2004
  • ...he challenge of doing bad stuff to the Wiki, and for the few that don't it's very much easier to revert unwanted additions than to add them in the first
    2 KB (352 words) - 09:41, 4 August 2003
  • Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both fla ...:TeamCannon|TeamCannon]] and other [[Legacy:StationaryPawn|StationaryPawn]]s.
    2 KB (232 words) - 13:56, 22 May 2004
  • ...acy:Texture (UT)|texture]]s and [[Legacy:Mesh|mesh]]es on the local player's screen. Canvas objects are passed to various events and functions in the fo ...utomatically when this actor is the local [[Legacy:PlayerPawn|PlayerPawn]]'s ViewTarget.
    8 KB (1,317 words) - 19:38, 4 November 2015
  • ; bool InvertMask : ''Inverts the mask's alpha channel?'' ;AO_Use_Mask : Use the mask material's alpha channel as the new alpha channel.
    3 KB (415 words) - 09:30, 28 October 2004
  • Slap a lense flare on it with a random intensity. Here's mine: ...e everything right, you should now end up with 6 [[Legacy:Texture|texture]]s, 1 CubeMap, and 1 [[Legacy:TexEnvMap|TexEnvMap]]:
    3 KB (458 words) - 05:18, 16 December 2009
  • Is my GameName which is a take on the old programmer's game by the name of [http://corewar.co.uk/ COREWARS]. ...ame is Jaime and it is pronouced hime, the "me" as in mention or meadow.It's spanish,just call me jamie.
    2 KB (281 words) - 05:51, 8 September 2007
  • ...Visit his page @ http://www.speakerprojects.com/index.html and tell him he's sexy. ...d out on the hud. I'm not going to go into the fades right now since that's a whole monster to itself. What I'm going to focus on is how to link a con
    10 KB (1,368 words) - 11:01, 18 November 2007
  • ...nt. The only time it is ever called is in [[Legacy:Controller|Controller]]'s '''''PreBeginPlay()''''' event. To offer further evidence, '''''RemoveContr Usually invoked by [[Legacy:Pawn|Pawn]]s in the '''''Dying''''' state.
    13 KB (1,700 words) - 09:30, 28 March 2007
  • ...his actor's position is unimportant (but for the sake of mapper sanity, it's helpful to put it near to the camera or the screen). ...criptedTextures. (and two different CameraTextureClients, but I think that's obvious ;))
    2 KB (254 words) - 20:26, 21 April 2009
  • ;SampleTime: How often we sample Instigator's location.
    2 KB (294 words) - 16:20, 1 September 2015
  • ...be there all of that time, the work is spread out pretty thinly, so there's a lot of time that I'm sitting there with a computer and not much to do. T ...I can't think of anything that's really a "must have" feature, so maybe it's time to not add anything ;-).
    4 KB (662 words) - 23:29, 14 February 2003
  • // Don't add if it's already in the list // All ManagedActors are relevant (Loader's ActorClass)
    22 KB (2,421 words) - 16:02, 18 November 2007
  • ...ent. If along the way the community finds Riftwar fun to play, to me that's just bonus material.
    1 KB (216 words) - 12:28, 26 February 2003
  • ...en some time later. I realize some other DJ pages do this as well, Reconn's just happens to be the first one I saw. ...tiles don't seem to be hurting players now, I will have to figure out what's wrong there. Need to fix that, tweak the parameters for the slime physics,
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ...to introduce new behavior into bots or [[Legacy:ScriptedPawn|ScriptedPawn]]s, they would subclass whatever AI they were deriving from, and add code ther ...However, with the addition of [[Legacy:ScriptedSequence|ScriptedSequence]]s, there is no longer the need to do this. Developers can just make a new [[L
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...nder [[Legacy:Actor/Collision|Actor/Collision]]: all [[Legacy:Actor|Actor]]s inherit them, even those that don't need it. ...lot of problems, especially if initialization code important to the actor's function is initialized in PostBeginPlay() to be used later in Touch().
    3 KB (386 words) - 16:04, 17 December 2005
  • '''SabbathCat:''' The fact that it's free is a bonus for people who can't afford to shell out for the other prog
    3 KB (516 words) - 10:15, 1 July 2007
  • // S - strike out
    5 KB (573 words) - 07:22, 18 June 2007
  • *CorDharel's Page - http://www.cordharel.ch.vu - Not much, at the moment just a (very ni
    681 B (110 words) - 01:24, 8 August 2003
  • local string S; if (S != "") S = S $ ";";
    5 KB (547 words) - 08:59, 25 August 2004
  • ...ayer's [[Legacy:Controller|Controller]] possesses - this is how the Player's mouse/keyboard input is "mapped" onto the Redeemer. '''DJPaul:''' Started doing Mr. T's merge; hopefully it's not too bad.
    6 KB (872 words) - 14:29, 7 December 2005
  • There is full reference for UnrealEd's terrain tools at [[Legacy:Terrain Mode|Terrain Mode]]. Before you begin making the terrain, it's best to consider what size you want it to be.
    15 KB (2,551 words) - 07:46, 14 March 2008
  • [[Legacy:WebApplication|WebApplication]]s are very useful for adding online administration to your mod. You could als It will forward the request to the WebApplication with it's path set to: /ServerAdmin<br />In this case that would be xWebAdmin.UTServe
    14 KB (2,081 words) - 20:39, 2 December 2005
  • ...''exec'' functions or by the ''exec'' functions of items in the playerpawn's inventory. ...'s Army] &ndash; This page covers all console commands specific to America's Army.
    5 KB (686 words) - 08:11, 24 November 2012
  • ; SHOT : This command saves a screenshot into the Unreal Engine game's System directory. ...: Causes any ScriptedSequence in contact with the player's pawn to call it's '''UsedBy''' function. This is intended for triggers that need to be explic
    2 KB (288 words) - 20:23, 25 August 2006
  • ...his console command sends the event specified to all [[Legacy:Actor|Actor]]s on a level via the Trigger() function. ...in UT (not UT2003). Great for [[Legacy:Level Screenshot|Level Screenshot]]s. See WALK. As of UT2003 the space bar can no longer be used to increase you
    5 KB (837 words) - 13:47, 4 September 2014
  • ; ADMIN <command> : Perform a console command on the server's console. This effectively sends the text after the ADMIN to be interpreted
    4 KB (679 words) - 00:39, 17 October 2008
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc.
    7 KB (745 words) - 23:38, 22 November 2005
  • ...X,Y,Z = red,green,blue. Also, a purple 'root' line is drawn from the mesh's local space origin to the the 0th/root bone ...Spawns a bot that will try moving towards all [[Legacy:JumpSpot|JumpSpot]]s. The parameter specifies, whether the bot should use the translocator, impa
    5 KB (762 words) - 16:40, 17 February 2022
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc. ...ng this page. Someone please help removing the content from the other game's page respectively.
    4 KB (575 words) - 18:56, 13 August 2005
  • * '''setspeed''' ''n'' : Sets your character's walking/swimming speed to ''n''. 1.0 is default; larger values faster, smal * '''setjumpz''' ''n'' : Sets your character's jump height in Unreal Units (UU) to ''n''. Default is approximately 900. 16
    5 KB (797 words) - 12:52, 27 September 2007
  • * '''UnrealShare.Cow''' : That's a Nali cow, not the moo-ing sort!
    4 KB (400 words) - 12:29, 4 August 2009
  • * Tarquin's brushbuilders, available from: * .txt (readme's) go in {UT}/Help
    3 KB (397 words) - 23:55, 22 October 2013
  • ...e first revision, I wasn't totally sure if I was correct or not. I know it's something along those lines though.
    885 B (155 words) - 21:11, 28 December 2005
  • ...send to an external progam, some text messages. I created this code to let's know in real time the status of the game by an external application. ...essages get a "line feed" caracter at the end but, for general purpose, it's not needed. ;)
    4 KB (449 words) - 14:15, 6 August 2009
  • That's now your point to start from. ...rename the Weapon classes, you have to rename the files but also the file's content. Example:
    8 KB (1,399 words) - 13:58, 16 December 2005
  • // Description: The declaration of the dinterface.dll's entry-point function. /* This is dinterface.dll's entry-point function. You should call it to do necessary
    10 KB (1,156 words) - 16:55, 21 January 2005
  • ...Here'' (you may also use ''Place Pivot Here'', but as a rule of thumb, it's best to keep things snapped to the grid as much as possible)
    3 KB (503 words) - 07:37, 14 April 2009
  • ...in the same way as the BSP world. Movers can't be subtractive, although it's possible to have glass or masked textures in a mover. ...d builder brush]] must be shaped exactly how the mover will look before it's used to add it. The procedure is:
    8 KB (1,366 words) - 20:04, 28 December 2005
  • There's something funny going on with the zoning of this level. for some reason th ...his speeds up collision and karma, and reduces server CPU usage when there's LOTs of players playing.
    3 KB (527 words) - 01:17, 15 April 2004
  • It's a great way to show your support and make the wiki a little bit better. ...ing about handing out wrong info or refactoring out something relevant. It's the least I can do sort of thing what with all of the help that folks have
    2 KB (282 words) - 20:02, 22 July 2003
  • He's the other guy i'm coding with, if you want to see an a broader view of the ...e just about learnt enough to start contributing to the wiki, and everyone's leaving to do HL2 :)
    6 KB (1,083 words) - 03:45, 5 August 2003
  • Wow, it's 12:30 in the morning and I've only just started coding. I've spent most of ...k my first forray into the UT2003 mapping world today. I figure that there's no point at only being able to do one aspect of editing/modding and be tota
    5 KB (898 words) - 16:01, 31 October 2003
  • This evening I will have a look @ Wormbo's MercuryMissileMod, perhaps I'll find out something more. ...t* ;)) what really wasn't as hard as I always thought. I'll now do the VTM's to the end and then I'll perhaps learn more 3dsmax vids, cause I always wan
    3 KB (482 words) - 03:13, 30 September 2003
  • i'm fast approaching my first anniversary as a UT2003 modder. it's been an interesting journey so far: tentative explorations with UEd1, on to ...d be willing to test/review/critique the work? the avenues for getting one's stuff out & about can seem a bit mysterious for those like myself new to t
    8 KB (1,249 words) - 06:00, 12 November 2003
  • ...the [[Legacy:UnCodeX|UnCodeX]] output of the UT2003 classes plus El Muerte's own stuff. A wiki class page should look like e.g. [[Legacy:ZoneInfo|ZoneIn ...nk you did anything wrong... but this <i>is</i> a bit too much. I think it's a great idea to have heavily commented examples of a few classes from each
    7 KB (1,086 words) - 09:10, 8 December 2005
  • '''Foxpaw:''' What's CC? And what's UA? '''RDGDanClark:''' I think this is meant to be linked under Dragonmaw's personal page...
    657 B (111 words) - 03:13, 6 October 2003
  • ...I'll need to port the plugins to the PC. (I use Lightwave on OS X, so that's where I'm doing the work.) There are a couple of endian issues that might b
    1 KB (264 words) - 21:36, 13 January 2005
  • '''Wormbo:''' Welcome to the wiki. :) It's good to see you are trying to fill in the UWindow classes, but could you pl '''Tarquin:''' That's ok. Welcome to the wiki :)
    405 B (66 words) - 04:27, 8 December 2003
  • ...the SDK, and allows you to define new [[Legacy:Conversation|Conversation]]s for your levels. ..., and only for this game. I think of it more as a part of the SDK than it's own thing, thoughts?
    1 KB (230 words) - 14:12, 7 March 2008
  • ...actors spawned during this chain of events (e.g. [[Legacy:Mutator|Mutator]]s or [[Legacy:GameRules|GameRules]]) use the [[Legacy:Chain Of Events When Sp # the [[Legacy:GameInfo|GameInfo]]'s InitGame() event is called
    10 KB (1,495 words) - 02:57, 28 June 2006
  • SpawnOwner, // what to set the new actor's Owner to SpawnLocation, // new actor's Location
    12 KB (1,910 words) - 09:17, 23 June 2016
  • ; CheckEndGame : Set the focus to the winning team's flag at the end.
    1 KB (163 words) - 17:54, 2 December 2005
  • ; Team : The [[Legacy:UnrealTeamInfo|UnrealTeamInfo]] for the flag's team. ; OldHolder : The flag's previous holder.
    3 KB (403 words) - 11:54, 27 December 2005
  • Carrying multiple flags adds a fun element to flag-related game types, but it's a bit tricky to pull off because certain things weren't quite designed to w ...s whenever the [[Legacy:PlayerReplicationInfo (UT)|PlayerReplicationInfo]]'s HeldFlag field has something in it. So in order to immitate that, I created
    5 KB (784 words) - 12:06, 7 November 2004
  • ; FriendlyFlag : The team's [[Legacy:CTFFlag|CTFFlag]]. ; EnemyFlag : The enemy team's flag.
    3 KB (358 words) - 23:38, 20 December 2005
  • ; string GetNameDesc() : Returns the node's long name (e.g. "United Nations Anti-Terrorist Coalition") ; string GetNodeAddress() : Returns the node's address
    5 KB (735 words) - 10:57, 10 October 2005

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