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

Search results

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

Page title matches

Page text matches

  • ...ft side of the base near the entrance (you may want to replace an existing NavigationPoint with the new AssaultPath). Open up its properties window and [[Legacy:Set
    14 KB (2,365 words) - 06:29, 31 January 2007
  • Now we need the actual objective. [[Legacy:Add An Actor|Add an Actor]]>>NavigationPoint>>JumpDest>>JumpSpot>>GameObjective>>ProximityObjective>>HoldObjective to th ...is worth noting that we will need to [[Legacy:Add An Actor|add an Actor]]>>NavigationPoint>>[[Legacy:BlockedPath|BlockedPath]] at the outer door to tell bots that the
    23 KB (3,803 words) - 12:44, 15 July 2006
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:PathNode|PathNode]] >> Chosen Actor }}
    4 KB (646 words) - 14:22, 5 March 2007
  • ...|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> AssaultRandomizer (Package: Botpack)}} The AssaultRandomizer is a special type of [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] used in a small number of [[Legacy:Assault|Assault]] maps for UT. I
    929 B (129 words) - 15:34, 11 April 2015
  • ...on gametype, where Monsters are spawned at random [[Legacy:NavigationPoint|NavigationPoint]]s around the map and attack the players in increasingly aggressive waves. ...ON that gives the Pawn a destination defined as a [[Legacy:NavigationPoint|NavigationPoint]] with a particular Tag that matches the provided name. The Monster will a
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> BlockedPath (Package: BotPack)}} ...gacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> BlockedPath (Package: GamePlay)}}
    1 KB (141 words) - 01:54, 18 November 2007
  • Bots navigate a map by moving through a network of [[Legacy:NavigationPoint|NavigationPoint]]s, the simplest of which is called a [[Legacy:PathNode|PathNode]]. When a ...can begin to look for special points that need more than a basic PathNode NavigationPoint. JumpSpots, for example, are points that are good destinations from a jump
    9 KB (1,425 words) - 12:59, 16 August 2010
  • ...asses browser]] window. Click on the plus next to [[Legacy:NavigationPoint|NavigationPoint]], and then select the item "[[Legacy:PlayerStart|PlayerStart]]."
    23 KB (3,878 words) - 20:14, 16 July 2014
  • ...cy:Bot|Bot]] class interacts with the code in the [[Legacy:NavigationPoint|NavigationPoint]] classes, [[Legacy:GameObject|GameObject]] classes, [[Legacy:GameInfo|Game
    4 KB (603 words) - 20:04, 30 December 2013
  • native final function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours); native(525) final function NavigationPoint FindRandomDest();
    13 KB (2,175 words) - 10:55, 18 November 2007
  • local NavigationPoint NP; forEach RadiusActors( class'NavigationPoint', NP, 1024 )
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ; bool AllowDetourTo( [[Legacy:Bot|Bot]] B, [[Legacy:NavigationPoint|NavigationPoint]] N ) : If the bot has the ball, never detour. Else only allow detours for
    5 KB (693 words) - 18:30, 3 January 2006
  • ; [[Legacy:NavigationPoint|NavigationPoint]] BlockedPath : ; [[Legacy:NavigationPoint|NavigationPoint]] TestStart
    10 KB (1,254 words) - 13:14, 14 November 2009
  • ...rategic Bots]] or reviewing the list of available [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support. ...tly actors of the class [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:PathNode|PathNode]]. PathNodes are special actors specificall
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...p can result in inefficient navigation. See also [[Legacy:NavigationPoint|NavigationPoint]].
    11 KB (1,777 words) - 12:39, 31 October 2007
  • class BlockablePath extends NavigationPoint
    1 KB (168 words) - 01:55, 18 November 2007
  • # UTJumppad object ([[Legacy:Actor|Actor]] -> [[Legacy:NavigationPoint|NavigationPoint]] -> [[Legacy:JumpPad|JumpPad]] -> [[Legacy:UTJumpPad|UTJumpPad]]) # A PathNode ([[Legacy:Actor|Actor]] -> [[Legacy:NavigationPoint|NavigationPoint]] -> [[Legacy:PathNode|PathNode]])
    8 KB (1,318 words) - 21:56, 7 June 2011
  • ...|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> ControlPoint}}
    2 KB (400 words) - 14:50, 20 January 2006
  • ...was handled specifically by the navgationpoints and the X-loc itself: the navigationpoint forced the bot to switch to the X-loc and then fire. Keeping it short, my
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...subclasses. E.g. [[Legacy:Material|Material]] or [[Legacy:NavigationPoint|NavigationPoint]].
    3 KB (394 words) - 03:02, 23 January 2007

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