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Create the page "Pawn" on this wiki! See also the search results found.
Page title matches
- | class = Pawn {{code|native(531) final function {{cl|Pawn}} '''PickTarget''' (out [[float]] '''bestAim''', out [[11 KB (1,129 words) - 10:10, 17 May 2008
- {{UE1:Pawn instance functions (U1)}}36 B (5 words) - 10:12, 17 May 2008
- | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}13 KB (1,261 words) - 10:10, 17 May 2008
- | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}14 KB (1,372 words) - 10:10, 17 May 2008
- {{UE1:Pawn internal variables (U1)}}36 B (5 words) - 10:12, 17 May 2008
- | class = Pawn for games which care about whether a pawn is a human10 KB (1,237 words) - 02:31, 30 April 2022
- | class = Pawn for games which care about whether a pawn is a human10 KB (1,243 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn10 KB (1,157 words) - 10:11, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. See {{cl|Pawn properties}}.9 KB (1,089 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn8 KB (965 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn9 KB (1,086 words) - 10:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn23 KB (2,393 words) - 03:53, 23 July 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (552 words) - 10:11, 17 May 2008
- {{UE2:Pawn events (UT2003)}}28 B (4 words) - 10:12, 17 May 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (536 words) - 10:10, 17 May 2008
- | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}5 KB (586 words) - 10:11, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation21 KB (2,144 words) - 10:11, 17 May 2008
- | class = Pawn ...''DamageType''', {{tl|Vector|Object|structs}} '''HitLocation''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''Momentum'''17 KB (1,744 words) - 10:10, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation14 KB (1,434 words) - 10:10, 17 May 2008
- | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation15 KB (1,540 words) - 10:10, 17 May 2008
Page text matches
- ...placed in a level, and to change which type of AI controller to use for a pawn. AIScripts can be shared by one or many pawns. Game specific subclasses o ...: Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) This sets the <tt>Controller.MyScript</tt> property and2 KB (268 words) - 18:56, 17 December 2005
- ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:ASVehicle|ASVehicle]] >> ASTurr4 KB (446 words) - 05:01, 2 June 2007
- ; Invisibility (right twice, left twice) : Your character pawn is nearly invisible, given a texture that only shows shifting highlights. ( ; Pint-size (left four times) : Your character pawn shrinks to a quarter size. (Mass reduced as well?)4 KB (625 words) - 17:16, 17 December 2005
- ...ue if the controlled [[Legacy:Pawn|pawn]] is hunting another [[Legacy:Pawn|pawn]]. ...hitwall notification for [[Legacy:Controller|controller]] or [[Legacy:Pawn|pawn]] (???)4 KB (513 words) - 16:43, 7 December 2005
- ..."AI Scripting" should probably be centered around the process of directing Pawn classes via an AIScript actor's ScriptedController and ScriptedActions in U2 KB (276 words) - 08:54, 3 July 2007
- ;dormant : '''''0/1 [1]''''' toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means s ...ame slot''''' play sound belonging to the specified group from named pawn's sound table...32 KB (1,956 words) - 15:27, 6 December 2005
- ; float BotDesireability ([[Legacy:Pawn (UT)|Pawn (UT)]] Bot) : function GiveWeapon(pawn P, string ThisClass)5 KB (690 words) - 11:46, 20 February 2006
- ; float BotDesireability( [[Legacy:Pawn|Pawn]] Bot ) : This determines the AI for desireability of the [[Legacy:Pickup|P675 B (84 words) - 22:55, 17 December 2005
- ...his determines the AI for desireability of the item. If the [[Legacy:Pawn|Pawn]] doesn't have the weapon it does not desire this weapon. If it has the we ; float DetourWeight ([[Legacy:Pawn|Pawn]] Other, float PathWeight) : If the bot is hunting a player or has max ammo2 KB (310 words) - 18:10, 13 January 2005
- ...of ammo contained in the Ammunition. This is used when the [[Legacy:Pawn|Pawn]]'s inventory. ; float RateSelf( [[Legacy:Pawn|Pawn]] Shooter, out name RecommendedFiringMode ) : Returns 0.54 KB (543 words) - 19:20, 28 November 2006
- //In your Pawn class //In your Pawn class4 KB (629 words) - 11:59, 26 November 2006
- ; float DetourWeight( [[Legacy:Pawn|Pawn]] Other, float PathWeight ) : Value of this path to take a quick detour (us ; float BotDesirability( [[Legacy:Pawn|Pawn]] Bot ) : This returns MaxDesirability unless Bot.Controller.bHuntPlayer is1 KB (165 words) - 18:06, 30 November 2005
- function float DetourWeight(Pawn Other,float PathWeight) event float BotDesireability(Pawn Bot) //Determines how much a bot will want to pick this up4 KB (401 words) - 18:05, 30 November 2005
- ...[[Legacy:Pawn|Pawn]] being hidden and the vehicle possessed, the original pawn is attached to the vehicle and the vehicle controlled indirectly. var Pawn RepDriver; //Replicated 'Driver'.8 KB (910 words) - 17:25, 17 November 2007
- if ( Pawn(Other) != none ) if ( Pawn(Other).IsPlayerPawn() )6 KB (922 words) - 17:26, 17 November 2007
- ...al Mesh|skeletal mesh]]. The standard skeletal mesh for the [[Legacy:Pawn|pawn]] includes the head, right leg, left leg, right foot, left foot, right hand ...bone of that pawn. Or, if you wanted to attach emitters to the legs of a pawn, you would have to attach the emitters to both leg bones. An example of thi7 KB (1,213 words) - 15:34, 14 April 2006
- * I rushed, and I just copy+pasted Satore's monster pawn class, which made a lot of problems in online play. Now its all back to nor12 KB (2,086 words) - 19:21, 13 July 2004
- +- [[Legacy:Pawn (DX)|Pawn]] >> (expanded in [[Legacy:Pawn Class Tree (DX)|Pawn Class Tree]]9 KB (800 words) - 12:52, 14 November 2009
- +- [[Legacy:Pawn|Pawn]]9 KB (963 words) - 18:53, 24 May 2007
- ; [[Legacy:Pawn|Pawn]] ConstraintPawnClass : Only pawns matching this pawn class (or its descendants) will trigger the critical objective alarm when e ; bool IsCriticalPawn( [[Legacy:Pawn|Pawn]] P ) : Determine whether the Pawn P matches the requirements (ConstraintPawnClass) for triggering a critical3 KB (444 words) - 12:56, 16 December 2005