I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

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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
  • I also tried the terrain editor for the first time, pretty nice but I found it really fiddly to use, probably because I'm work
    5 KB (1,029 words) - 03:45, 5 August 2003
  • I have just gotten the Internet at my house and i think its here to stay this time :) My site will probaly be complete in less than a week, takes a long time since im the only one working on it.
    19 KB (3,300 words) - 21:43, 14 March 2005
  • '''MythOpus:''' Nice idea, It'll take some time to code however... what will the spray paint do in the game though? I mig
    3 KB (578 words) - 21:47, 13 January 2005
  • ; float LastSeeFlagCarrier : The last time a bot on this squad saw the enemy holding the ball. Helps to deliver the "E ...AllowTaunt( [[Legacy:Bot|Bot]] B ) : Allows taunt randomly about half the time when a bot is not busy with important things.
    5 KB (693 words) - 18:30, 3 January 2006
  • ; float AcquireTime : time at which current enemy was acquired ; float ReTaskTime : Time when squad will retask bot (delayed to avoid hitches).
    10 KB (1,254 words) - 13:14, 14 November 2009
  • ; SwitchTestTime : Last time we checked the weapon correctness in Tick. See Tick below for what that mea
    2 KB (332 words) - 11:46, 3 February 2004
  • ...kill. When in use, your damage and purple UDamage light are increased each time you manage to kill someone. The damage amp limit for any player is 5 times <u>Swap Team Game</u>: Every time you are killed, you switch teams. A team wins when they have aquired all of
    8 KB (1,099 words) - 13:37, 13 May 2004
  • ...is to whatever. If your window respawns, set it to no more than the "Open Time" of your window mover. Else, set it to whatever you wish, 100000 to stay f Now, its time to set it up to be spawned when someone shoots your window. Leave your emi
    12 KB (2,088 words) - 08:27, 8 August 2007
  • ...the player runs away the bot may "hunt" it for a short while. During this time the bot has the target player as its "goal" actor.
    11 KB (1,777 words) - 12:39, 31 October 2007
  • ...cover the whole range, but only a horizontal 4:3 part of it. It took some time to figure out that a mesh with a full UV-Range will squeeze the bloom. ...t it turns out that only the coronas were working because the coronas take time to fade out and so were getting in the frame unintentionally.
    50 KB (7,997 words) - 10:52, 18 November 2007
  • ...and try to remember tricks they used to achieve their goal. There may be a time where you'd need them. Keep on reading. You need to get an overview over th If you have a lot of time and a clear brain then you might want to read [[Legacy:Actor|Actor]].uc or
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...ntent lined up, I will probably make some modifications here. In the mean time, I will post a bit about myself and my experiences, for anyone who might no ...the flag textures to be custom for our servers. It was pretty hard at the time, but looking back it was really very simple (and my implementation sucked,
    7 KB (1,357 words) - 18:10, 21 June 2005
  • //hack for interpolating crouch distance over time when pawn stands up again // UpdateShadows is time driven, to allow shadow animating
    14 KB (1,912 words) - 23:15, 24 June 2005
  • However, every time I start editing some UScript, I slowly become more frustrated with Java. Wh
    2 KB (395 words) - 16:45, 12 January 2007
  • ...lay default waiting animations when this AlarmPoint is reached. Enter the time to pause (in seconds) in the PauseTime property on the AlarmPoint. ...to the maximum number of creatures this factory will allow in game at one time.
    16 KB (2,701 words) - 10:31, 23 December 2006
  • ...putergod666|computergod666]] thinks so. You are free to add content at any time if you find something's missing. ...fast, 0.5 plays it half as fast, etc. The third parameter is the amount of time to tween from the previous animation to this one.
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  • ...the images, they were not quite what I had in mind, but I had spent enough time searching, and there was lots yet to be done. ...ffeciency can be important to some people, but I tend to prefer to take my time. The final result looked like '''Tile #06'''.
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  • And one more time with yet another different set of polys, as shown in '''Tile #04'''. ...amVent_04.jpeg|center|Tile #04: The outer circle of polys was removed this time before subdividing]]
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  • ...th textures (all 4 in my case because I have normal maps), I also take the time and care not to click OK to all, I have no idea why I do this, it just seem
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  • ...alpha at about 0.25, add another node, and move it to 1,0, so that by the time the particle has reached the end of it's life it's alpha equals 0 or totall
    6 KB (1,056 words) - 13:51, 23 February 2008
  • ...e to take it off - just to get that extra look of perfection, but not this time ;)
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  • ; float PickupTime : Time index of the last item pickup.
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  • Time -> LifetimeRange=(Min=1.4,Max=1.4) Time -> LifetimeRange=(Min=1.25,Max=1.5)
    8 KB (1,318 words) - 21:56, 7 June 2011
  • ...; prints out the content of all packages (only execute if you have lots of time ;))
    9 KB (1,218 words) - 16:49, 29 April 2010
  • ...for the reactor object to scan all actors on the level each tick and each time it finds an RCM it would call an UpdateStatus function, like this:
    15 KB (2,447 words) - 17:45, 21 April 2007
  • ...YourModPackage/Classes. The big moment approaches - will it compile first time? To reduce compile time, create the following:
    8 KB (1,250 words) - 08:00, 10 June 2016
  • ...write to the utlog file, but that sucks. Surely there is a way to get real-time debugging info?
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  • ; string CountMessage (localized) : What message needs to be showed each time its triggered. For example: "Only %i more to go..." ; byte OriginalNum : Number to count at startup time.
    3 KB (366 words) - 17:41, 28 December 2005
  • ...ry to move it. Because you are trying to move so many vertices at the same time UnrealEd will most likely crash or freeze up. *In UnrealED 3, many time importing a texture with the same name, overwriting a previous texture, and
    18 KB (3,042 words) - 14:46, 21 February 2016
  • ...cted at map change, resulting it two levels existing in memory at the same time, which generally crashes the game. ...ge collected, and there is usually at least two levels loaded at any given time. (The current level you're playing, and the "entry level.") I believe that
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  • '''Col:''' Wow! Hey Aphex! Long time no "see"! How could I forget our best level designer? :P Thanks Tarquin!
    794 B (141 words) - 11:57, 14 December 2005
  • ...xItems = 1, on the other hand, means only one Skaarj can be in game at one time. Try flipping your settings around. See also [[Legacy:ThingFactory|ThingF
    2 KB (324 words) - 21:34, 25 December 2006
  • ...n, the processing overhead required by that compression usually takes more time than using it saves. ...es you made on it. Changes that were committed since you updated the last time will be merged with your local copy &ndash; after that process you'll have
    8 KB (1,364 words) - 16:39, 9 January 2003
  • It can be very useful and safe a lot of time when all coders who are working on the same project use the same style of c ...g style are influenced by whatever language I am developing most in at the time.
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...something to activate it in order for it to do its job at the appropriate time. See [[Legacy:Activating A Mover|Activating A Mover]] for details.
    2 KB (348 words) - 20:07, 28 December 2005
  • ...ant to be in <u>plain english</u> and adopts a learn by doing strategy. No time will be wasted explaining why you're doing anything or try to get you to un Now this time right click the Cube Builder button. The CubeBuilder properties window open
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...quently do) writing ''both'' the opening and the closing brace at the same time and then filling in code between them. ...to an existing class. Make sure that the specified class is ed at the time the script is compiled.
    41 KB (6,822 words) - 16:58, 29 April 2010
  • ...ut it up on display. In the days since, I have spent unhealthy amounts of time studying the new codebase, and can thus far only conclude this: The DE particle emission class == cool. It’s about damn time UT had some proper support for beam effects.
    9 KB (1,623 words) - 09:30, 11 January 2005
  • * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Animated Real-Time Textures]] ...l 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://mb.link-m.d
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  • ...door, arm in arm with the new term at university. I hope I'll have enough time to study while modding ;) '''Claw:''' Heya. Time's not (yet) so bad actually, the lack of support ails me more. :/
    2 KB (282 words) - 14:21, 8 August 2003
  • ...dig up sufficient server space to hold a lot of stills and movies, AND the time to design and mount a website. i need a Pluterday.
    4 KB (657 words) - 12:30, 23 April 2004
  • ...ws you to enter the properties of the "cube" that will be created the next time you '''left click''' on the Cube icon. * Right then, now that you've finished playing around, it's time to create 3 more rooms. Using Shift + the Left mouse button move your red
    7 KB (1,253 words) - 09:21, 25 March 2008
  • ...check '''Flip Normals''' if the object is inside-out. Right now is a good time to adjust the resolution by changing the 'Patch Topology Steps' (Higher is
    5 KB (868 words) - 08:44, 11 October 2002
  • Lets start by cloning the end circle over twice, 16 units each time. Now lets uniformly scale the circle upwards by 120 (''Look at the XYZ fiel ...tly(''Cut endpoint snapping off when you aren't using it''). Now is a good time to delete the extra lower half of the circle.
    8 KB (1,464 words) - 00:16, 1 December 2004
  • '''Tarquin:''' Oops. Yeah, I knew about "private" being wrong, but by the time I notices I was all perled out. Should it be "Non-editable" instead of priv ...don't see anyone else rushing to fill out those classes, and I have little time to devote to coding as it is...
    10 KB (1,534 words) - 23:59, 4 January 2006
  • ...ick() is called by the engine each and every tick/frame. DeltaTime is the time that has passed since the last tick/frame. According to [[Legacy:Actor/Met
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  • playercontroller by the time this gets done. Instead the interaction should be added in somewhere like t
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  • ; float LastGotFlag : Indicates the last time a bot sent the voice message, "I've got our flag." The game ensures that at
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  • This time it's different.I find myself devoting more time and effort to learning the ropes. I've been away a long time ,I picked UED back up again and having started working on making some new m
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  • ; float LastSeenTime : Time I saw the last enemy (auto updated if EnemyNotVisible enabled) ...linked list of all the [[Legacy:Controller|Controller]]s present. The only time it is ever called is in [[Legacy:Controller|Controller]]'s '''''PreBeginPla
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  • ..., it will track and shoot at you in this 'ghost' state. This is the first time I remember getting the cannon to work.
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  • ...ng. The only real trouble is that for those 3 days, I don't have a lot of time to test code. I also spend two of my four days off from that job at my oth ...can't think of anything that's really a "must have" feature, so maybe it's time to not add anything ;-).
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  • // so that the amount of time it will take each loader to update their settings will
    22 KB (2,421 words) - 16:02, 18 November 2007
  • If this was a mod project I was really fervent about, I would have taken more time in preprod to plan things out and probably try and get a modeller for some
    1 KB (216 words) - 12:28, 26 February 2003
  • ...izontal rule between paragraphs means that the second one was written some time later. I realize some other DJ pages do this as well, Reconn's just happen ...had before, looping through my array instead of DynamicActors. When I get time, I'll look to see which of the tricks I've had to work out aren't documente
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  • ...hed variables (''var()'') will be editable by the level designer at design time - in that nifty object properties box.
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...was a animated door that I wanted block the players passage until at some time I play the animation on it of opening and then allow the player throught.
    3 KB (386 words) - 16:04, 17 December 2005
  • ...en set the tab length accordingly. I've used ConTEXT for a very very long time and the only problems I've had with it are the occasional graphics glitch b
    3 KB (516 words) - 10:15, 1 July 2007
  • ;*Most of the time, each [[Legacy:Controller|Controller]] has a [[Legacy:Pawn|Pawn]] attached
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  • You can change the scale at any time to resize your terrain, but it will scale all your terrain's features too ( ...having the same problem as you guys. I think it's just that UEd needs some time to wake up and realize it has to render terrain....
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  • ...ndash; Rotating Textures (UT2003). Will write up a little usage thing some time.
    2 KB (365 words) - 08:33, 19 June 2004
  • ...in Unreal 1) Enables you to breathe underwater for a very very very long time. (About 17 minutes.)
    5 KB (837 words) - 13:47, 4 September 2014
  • ...tion pauses the current game. Unpausing is done by pressing PAUSE a second time.
    4 KB (679 words) - 00:39, 17 October 2008
  • ;;; Time ms :
    7 KB (745 words) - 23:38, 22 November 2005
  • ; STAT FPS : Shows [[Legacy:Polycount|polycount]] and frame time in milliseconds.
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  • * '''amphibious''' : Sets the time your character can stay underwater before taking damage to about 20 minutes * '''playersonly''' : Effectively stops time for everything except your character and hovering vehicles (e.g. Goliath, M
    5 KB (797 words) - 12:52, 27 September 2007
  • ...mostly self explanatory. There are perhaps a few I missed. (I didn't have time to go through and test all the ONS ones) But if you look through the Unreal
    6 KB (741 words) - 14:15, 22 October 2009
  • ...rnal progam, some text messages. I created this code to let's know in real time the status of the game by an external application.
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  • ...as, how fast it shoots and so on. As I started up by zero I spend a lot of time on figuring out how the new gun behaves on the changes. I guess you should So this is not much - but I needed some time to find out how all that works with together with a friend. And it is still
    8 KB (1,399 words) - 13:58, 16 December 2005
  • At this point, if you want to save the brush for possible re-use at a later time, export it. Select '''[[Legacy:UnrealEd Main Menu|UnrealEd Main Menu]] -> B ...t this point, if you want to save the brush for possible re-use at a later time, export it. Select from the Brush menu: ''Brush -> Export''. You then must
    8 KB (1,366 words) - 20:04, 28 December 2005
  • ...a separate zone. Because of the way they set up the doorways, most of the time you can't see past the little door zones, and therefore can't see the mesh
    3 KB (527 words) - 01:17, 15 April 2004
  • ...The HUD will look vaguely like a cross between Legend of Zelda:Orcarina of Time, and GTA3...
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  • I'll have a look when I got time. Thanks for the advice. I got it! I dunno what I did wrong all the time, but I asked in the 3dbuzz.com boards and they helped me with my problem. I
    3 KB (482 words) - 03:13, 30 September 2003
  • about this time i was thinking that this new viewpoint flexibility might be valuable to oth
    8 KB (1,249 words) - 06:00, 12 November 2003
  • ...and UT2003/04, and there are two parts to it. One is to make sure that any time you're checking to see if a player is carrying a particular flag, you check ...make sure flags get dropped properly. You just need to make sure that any time a flag's Drop method is called, you go through all the flags and make sure
    5 KB (784 words) - 12:06, 7 November 2004
  • ; LastSeeFlagCarrier : The last time the enemy flag carrier was seen by a squad member
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  • ...arm(), EndAlarm() : Turns the alarm on and off, after a hacker runs out of time
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  • '''Copperman''': Been away for a long time. Still running UT(99) (Can't afford to upgrade) *Waves* :) '''Copperman''': Currently working on a brand new map, CTF this time. W00t in fact, for 2-4 teams. I like the w00t idea, it takes CTF in an inte
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  • ; Float lastPlayedTime : Time when conversation last played (ended).
    3 KB (380 words) - 18:41, 11 February 2004
  • Time
    37 KB (1,854 words) - 16:01, 10 January 2005
  • +- Time
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  • ;float CameraChangeTime: Amount of time in seconds each camera is viewd in VT_MultipleActorView mode.
    2 KB (281 words) - 11:01, 18 November 2007
  • ...the spawning player. So we're going to call our GiveWeapon function every time a player spawns. Simple!
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  • ...a crawl and can inflate the game's log to several megabytes after a short time already. ...tic and/or have <code>Physics == None</code>. FastTrace requires much more time than the checks used within the loop, but those checks would catch almost a
    24 KB (3,718 words) - 23:41, 18 March 2009
  • In both cases, an email containing time, IP address, modified page name and submitted page content is dispatched to ...as this page grows. The chongquing tool was very handy though, and just in time, as this spamming binge was enormous.
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  • ...; actually, for <number of links you added> times ten minutes. After that time, your read-only restriction will be automatically lifted.
    1 KB (230 words) - 15:13, 17 January 2005
  • ...iki as well as a few very talented and patient people. I figure it's about time I get together a few of my creations and write up some tutorials to give ba
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  • ...just to clarify... I never worked on infiltration, and I spend most of my time playing deathball (hey, it's fun). ...rned C++ over the summer, then took up UScript pretty much all of my spare time (I was 14/15). I've worked on several projects - including the doomed Matri
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  • ...t. Like for loops, the engine maintains a counter for recursion depth. Any time one UnrealScript function calls another (or itself), the counter is increme
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  • ...ts are in french but the code itself works just fine. Also you can set the time in UnrealEd itself. When you go in the zone you will see a timer in the chat saying how much time you have left.
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  • Just a simple script to help mappers and coders out. A One time use 'RoundRobin' that goes down the list in it's Dynamic array and triggers This RoundRobin has a one time use only however but it can be set up
    3 KB (457 words) - 16:04, 18 November 2007
  • ...surface will also reflect the world. But because it can't be done in real time, we'll use predefined [[Legacy:Environment Map|environment map]]s. With the Choose ''File'' -> ''New'' one more time, set the package and name correctly and chose '''Combiner''' in the list. Y
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  • ...e downloaded before the Login function is called next. This can take some time&mdash;the level could change; another player could have gotten the slot.
    3 KB (440 words) - 18:46, 15 October 2010
  • ...lar map, texture, or other package, the server sends you it. So the first time you play VCTF-WS-StupidDeathRocket2k4 on someones SUPER1337BALLISTIC-MMORPG ...ry, with garbled names, and keeps the filename in Cache/Cache.ini, so next time you need those packages they don't need to be downloaded again.
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  • Fire: launches a grenade with a 10-second time limit. If it hits a player, it will attach to the player and beep once ever At power levels above 200, the disc will cause a shockwave each time it hits a wall.
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  • .../** After a player touches the Locker, he must wait this length of time before being able to touch it again */ .../** If not AlwaysOn then the locker is disabled for the configured delay time */
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  • ...etty wonderful considering how much stuff they put into a scene at a given time. On the other hand UED has been using the 'subtractive' world afaik straig
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  • '''MythOpus:''' Me And... Graph!k dicussed this a bit a long time ago when he was working on Laser Wars I believe. We found that the DamageI
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  • This is the Tournament DeathMatch gametype and at the same time the superclass of all other "playable" UT game types. ...If this is True players receive 50% more damage and jump 10% higher. Game time goes by 10% faster.
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  • ; float LastValidAnchorTime : last time a valid anchor was found
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  • ...r]]) are available for your use, even if they don't make much sense by the time you get to them.
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  • Objects will be cleaned up at garbage collection time, provided there are no Actors that retain references to them. You can expli ...er, after that is all done, the reference to it still exists, and the next time i go to spawn a fire, it decides the original one still exists, so it uses
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  • ...nding out a bunch of new events. The dispatcher also has the capability to time when to send out these subsequent events. It is important to point out that ; float OutDelays[8]: The time to wait before firing the corresponding event. These are sequential; ie the
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  • ...al'' textures. Procedural textures are calculated and re-rendered in real-time and provide realistic-looking, non-repeating smooth texture animations that ...1008/http://unreal.epicgames.com/Fire/AnimatingTextures.htm Animating Real-time Textures] by Erik de Neve (Epic)
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  • <font color=blue>RespawnTime=</font> Respawn after this time, 0 for never respawns<br>
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  • * Limited w/recharge (don't use it for X amount of time, ammo begins to recharge)
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  • '''Dawn:''' Buji! Long time, no see! How come I never see you at my Palace anymore? 66.150.112.167 BF
    556 B (86 words) - 13:58, 4 December 2003
  • ...difference is primarily academic, as both have an almost negligible access time.
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  • ...it was just something for myself to play with. I tend to spend most of my time trying things out instead of making proper maps for the Unreal games, stuff I have a full time job fixing laptops, cameras and data projectors in a college, which is grea
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  • UT1 had a much clearer concept for its time. While it's clear to me why the used unrealscript in Unreal 1 a switch to j ...nce to play with pointers to functions (a blast from my C past) for a long time so it's nice to have that facility back It's a shame they didn't make more
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  • This special [[Legacy:Teleporter|Teleporter]] class deactivates for a short time after someone used it to prevent the bots from telefragging other players. ...d with Facing Worlds, is in the collision cylinder for a sertain amount of time, it will activate. So it would be like this: 0 min. Person teleports. X min
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  • // Also increase a bit the amount they jump each time
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  • // Player is being controlled locally at the time of activation! ...ne to adjust acceleration instead, for a start, perhaps make it decay over time. I don't have the Pawn source in front of me but just modifying P.Accelera
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  • * More to come if I get the time.
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  • Unless it's for my Japanese class, so far I've had no trouble finding the time to do work for that class.
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  • ...eady, and I don't have a clue why. I just run into this place from time to time)
    7 KB (1,310 words) - 13:42, 27 August 2004
  • ; NetWait (int) : time to wait for players in netgames w/ bNetReady (typically team games)*/ ...s to reduce damage. This specific version first tests the spawnprotection time before calling its parent class's version of this function (basically to al
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  • ...limit is quite low too... So be sure you're only sending one message at a time, and only at key times. I like to instead use the '''''ClientMessage()''''' ...used for in-game effects like a laser. This function can be called at any time and will be "stored up" by the engine until the next frame is drawn. You ca
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  • New material should be linked from this page for the time being. It maybe linked to from the [[Legacy:Home Page|Home Page]] in the f
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  • ...er. This behaviour is explicity coded into the game. ''Is there an "extra time" function for CTF games and the like?'' ...r cap limit) both to zero then the game will automatically set a 20 minute time out rather than start a server that will play a single map forever. This b
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  • ...t it's a bit pants but hey - what is this life if full of care, we have no time to fix broken code.
    6 KB (1,038 words) - 02:26, 23 March 2005
  • ...nd minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also te
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  • These console commands can be activated at any time whether cheat mode is enabled or not.
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  • Each time a package is compiled, a checksum is generated. When playing over a networ
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  • ...s that exist at compile time, but are not visible from the class compiling time because the class it refers to is compiled after this class.
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  • ...modellers would have a hell lot of work. The poor coders (not me, I'm part-time ;) will cry rivers. To have a working ''Documentation compiler'' still will take some time. My damn monitor suicided. I used an old 14" thing, which did strange thing
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  • ...all the guns (and ammo) where u start need i say more, I was board at the time and felt like killing something that day ok a few things... alot of things
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  • ...loved the original UT99 and I was glad to offer my services, which, at the time was jsut Mapping and Bug testing. It's since then grown, and I've learned a
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  • ...ng some creative techniques to get in the base. I think I'll try them next time I play. It's improvement time. How well I am in the UT world I will never know, thanks to ngWorldStats no
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  • ...Engine, Each Town is a fully living, breathing world. Fights Occur in Real Time. Could you imagine what you'd play is? Would you be a Swordsman, Hacking an ...ossible that I simply got the code wrong though as I didn't spend a lot of time on it. I do agree with Foxpaw though - having the engine source code won't
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  • '''MythOpus:''' Nice idea, It'll take some time to code however... what will the spray paint do in the game though? I mig ...w:''' I discussed both ways with my dad, who got the idea for this, a long time ago. Either way works with him, so either way works for me. I like the id
    10 KB (1,756 words) - 17:35, 13 June 2004
  • ...re after a configurable time limit and either explode or disappear at that time '''dUc0N - 10/27:''' Well, time to start researching the wonderful world of UnrealScript :)... If anyone co
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  • ...nPlay have failed as Level.GetLocalPlayerController() returns none at this time. The latest code is below, the older code is removed :D ...the 'scrying' player is any number of players can be 'scrying' at the same time. Setting the visibility using my code above now works fine on the client-si
    22 KB (3,439 words) - 19:17, 20 September 2004
  • ...ce some functionality that I wanted in game but now I have time). Just in time to make the contest final window (hopefully &ndash; although this is not my
    5 KB (1,021 words) - 12:12, 29 January 2004
  • Time for an update! :B Maps are good. So are weapons. New map should be out <s>s
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  • Read text and notice "Save" to spend time. Press "Cancel" just for the power it gives your ego. ...whole new ballgame! Well, not literally a ballgame, but my point is, this time around we've got the cool ninja moves like walldodges and high-jumps and th
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  • var(_Current Time)transient int Hour; ...heir package name. In Deus Ex, just the resource name is given most of the time.
    7 KB (1,040 words) - 10:42, 25 November 2006
  • ...pointed out to me that you can link a UIList to a datastore. I guess its time to find out what a datastore is. I did a search for "GameModes" and in amon ...k it nothing happens. We need to write some code to change the image each time the user selects from the list. That was the OnValueChanged that we wrote i
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  • ; Float CombatDifficulty : Combat Difficulty, set only at new game time
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  • ...orking with them because it's like being at work again. And so much of my time gets used by things outside of my control I'm rarely even close to a due da
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  • ...:''' Sounds reasonable enough. It'll just be a matter of getting a little time to do it. There's a lot of info here. Baby steps... ;)
    8 KB (1,108 words) - 13:23, 19 August 2005
  • *# Move time can be specified for each keyframe. ...Description: Tournament producers have unveiled their latest arena. This time UT takes you deep into the deserts of Egypt to the ancient Temple of Katahf
    7 KB (833 words) - 04:48, 25 December 2004
  • '''Dr.AwkwArD:''' Well, I guess it was time to start assembling my little neck of the woods on this here WIKI thingy.
    1 KB (189 words) - 00:11, 5 January 2006
  • ...ng most if not all features of the HTTP protocol. This might save you some time.
    3 KB (438 words) - 15:48, 30 January 2006
  • ; ZoneLight -> DistanceFogBlendTime : fade time when entering this zone. Only has an effect if the zone the camera is movi
    6 KB (1,010 words) - 01:03, 22 March 2008
  • I spent most of my coding time today trying to code what I thought would be a simple feature. For my mod p
    1 KB (230 words) - 06:37, 4 August 2004
  • ...ther suitable weapons. ''(Only one so far, hope to have a second ready in time for release.)''
    2 KB (339 words) - 13:15, 31 August 2004
  • ...is a projector that will be detached and re-attached to level actors every time its location or rotation has changed. This is usefull if you want your proj
    889 B (110 words) - 07:28, 12 October 2004
  • ...never supposed to be with - 20 health and a screwed up objective manager. Time to restart the level i think.
    7 KB (1,375 words) - 10:22, 19 April 2006
  • ...pped (by the command 'mutate DropRune'). You can only carry one rune at a time. | style="text-align: center" |Become invulnerable for a limited time
    4 KB (544 words) - 21:39, 10 July 2005

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