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

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  • ...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 – 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

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