Mostly Harmless

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  • ...It's generically phrased, so it should apply to almost every project that's in development.'' ...of rules how bug reports should be posted, I'm going to describe '''A Bug's Life''' here. After all, all rules I could possibly post boil down to a ce
    8 KB (1,466 words) - 10:37, 28 December 2010
  • If this useage of BuF's wiki is not accepted by the admin I will probably move it elsewhere.
    4 KB (586 words) - 12:28, 27 February 2008
  • ...]] and its use of [[Legacy:Static Mesh|static mesh]]es in level design, it's become important for an amateur mapper to know a third party modelling pack ...now what? In Max, meshes are manipulated through the use of Modifiers. Let's go through the concept of a Modifier real quick.
    4 KB (759 words) - 18:43, 17 December 2005
  • 152 B (28 words) - 22:42, 23 March 2006
  • 876 B (133 words) - 04:59, 14 May 2002
  • ...ORST, as the UT2K4 browser is even more complex than UT2K3's was, and that's saying something). There are things about the new system I like, such as be ...t have anymore is a problem with the ball falling through the ground. That's a huge relief.
    12 KB (2,071 words) - 12:35, 30 September 2004
  • #REDIRECT [[Legacy:A Bug's Life]]
    33 B (5 words) - 14:51, 11 April 2008
  • ==UT's Last Stand == The hype machine for Epic's latest piece of software wizardry is thumping pretty hard now. Unreal Tourn
    4 KB (643 words) - 18:37, 13 May 2004
  • 142 B (18 words) - 10:11, 17 May 2008
  • 136 B (18 words) - 10:11, 17 May 2008
  • 2 KB (167 words) - 10:10, 17 May 2008
  • 369 B (40 words) - 10:10, 17 May 2008
  • #REDIRECT [[Legacy:Acidsphinx's Journal Into UT3]]
    50 B (6 words) - 07:57, 17 January 2010

Page text matches

  • The smaller of UnrealScript's two integer types is '''byte'''. Byte values are integer numbers in the ran UnrealScript's [[wp:boolean|boolean]] type is '''bool''' and allows the values ''true'' an
    17 KB (2,692 words) - 23:57, 28 August 2015
  • ...eRef is defined by whichever widget owns this component. It is the widget's ...nd overriding rendering and formatting values designated by this component's style.
    8 KB (1,015 words) - 08:40, 23 May 2008
  • '''Welcome to the {{SITENAME}}.''' This site's goal is to provide comprehensive documentation of the [[Unreal Editor]], [[ ...ng for details about the Unreal series of games, head over to BeyondUnreal's [[Liandri:|Liandri Archives]]. If you are a server administrator looking fo
    5 KB (675 words) - 02:36, 9 August 2015
  • ...ip|GUIComponent.ToolTip]] property would get exported because the property's type is [[UE2:GUIToolTip (UT2004)|GUIToolTip]], a subclass of [[UE2:GUI (UT ...t]] class. Its subobject WidgetInitializedEvent is not exported because it's a [[UE3:UIEvent_Initialized (UT3)|UIEvent_Initialized]], which is not a Com
    4 KB (548 words) - 22:35, 21 April 2010
  • Set to true to render an outline marking the widget's RenderBounds. ...ccurs in the bound (i.e. tab, shift+tab) navigation network of this widget's parent.
    18 KB (2,454 words) - 10:11, 17 May 2008
  • Mover [[Legacy:Keyframe|keyframe]]s set the places the mover will go to in space. There are now two remaining q ...player bumps the mover, which fires the BumpEvent, which matches the mover's Events -> Tag. See "bumping" below.
    5 KB (817 words) - 12:45, 18 August 2009
  • ; bool bLightChanged : Recalculate this light's lighting now. ...wns (const) : Optimisation - only test overlap against [[Legacy:Pawn|Pawn]]s. Used for influences etc.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...teleported. This property must be True for [[Legacy:Teleporter|Teleporter]]s to notice the actor. ...e player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physic
    3 KB (514 words) - 20:14, 13 January 2005
  • ...nged in the editor or from UnrealScript in the game. It contains the actor's name.
    1 KB (155 words) - 14:40, 11 November 2002
  • ...actors and can't move. What this actually refers to is [[Legacy:Pawn|Pawn]]s: bots, human players, and monsters. Pawns are exempted from colliding under ; bool bBlockZeroExtentTraces : [[Legacy:Trace|Trace]]s with zero extents can hit this actor, if set to true. Traces with zero exte
    7 KB (1,085 words) - 15:38, 15 August 2010
  • ...lightmap up by this amount. 0 means the actor can be completely dark if it's in the shadows, 128 means the actor will be rendered as unlit or brighter, ; bool bAcceptsProjectors : [[Legacy:Projector|Projector]]s can project onto this actor
    5 KB (778 words) - 02:29, 30 July 2005
  • ; FLAG_HeldFriendly : The flag is being held by a member of the flag's team.
    3 KB (360 words) - 05:37, 4 October 2003
  • ...excluding [[Legacy:Light (UT)|Light (UT)]]s, [[Legacy:Projector|projector]]s, rendering actors, blocking weather, etc. ; name Tag : Actor's [[Legacy:Tag|tag]] name.
    522 B (67 words) - 12:59, 13 November 2002
  • ...GHT = 35.0 : Maximum step height walkable by [[Legacy:Pawn (UT)|Pawn (UT)]]s. ; MINFLOORZ = 0.7 : Minimum Z value for floor normal. Anything that's less, isn't a walkable floor. (0.7 corresponds to about 45 degree angle for
    349 B (44 words) - 13:14, 13 November 2002
  • ; EPhysics Physics (const) : Actor's current physics mode. (see [[Legacy:PhysicsType|PhysicsType]]) Use SetPhysi ; rotator Rotation (const) : Actor's rotation. Use SetRotation or SetRelativeRotation methods to change. In Unre
    2 KB (226 words) - 14:24, 18 November 2005
  • ; Error( coerce string S ) [native, final] : Handle an error and kill this one actor. ...or NewRotation ) [native, final] : Sets the rotation relative to the actor's base.
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ...luidSurface is set to True, a [[Legacy:FluidSurfaceInfo|FluidSurfaceInfo]]'s ShootStrength is multiplied by this before doing the ripples. ...: These are now static simulated [[Legacy:Global Function|global function]]s. (ReplaceText() is still final, though.)
    10 KB (1,248 words) - 09:41, 26 May 2006
  • ...across the network. The ratio of an actor's NetPriority and another actor's NetPriority is the same ratio as the bandwidth that will be allocated to ea ...a second, which is much better for that player's, and of course the server's, bandwidth.
    4 KB (533 words) - 22:56, 18 January 2006
  • ...d in this class. UnrealScript beginners ought to take a look at this class's source code. Actor properties sorted by group. These can be changed from UnrealEd's [[Legacy:Actor Properties Window|actor properties window]].
    5 KB (572 words) - 19:50, 9 August 2010
  • ...arty actor by [[Legacy:ElBundee|ElBundee]] to attach [[Legacy:Actor|Actor]]s (such as pickups or decoration) to any movers. The reason not to do this us or you can find it embedded in JB-Mafia's MyLevel
    2 KB (259 words) - 17:24, 17 November 2007
  • ...tain several values and are expandable, eg colors, [[Legacy:Vector|vector]]s, and also embedded actors. ...to the defaults are listed. This can be handy when looking at someone else's map to see how an effect has been achieved.
    6 KB (1,011 words) - 10:59, 3 November 2005
  • ; StopSound( int Id ): Stop a sound given the sound's ID
    8 KB (1,074 words) - 16:18, 20 January 2006
  • Under a [[Legacy:ScriptedPawn|ScriptedPawn]]'s properties you'll find an "Orders" tab. Expand it and you find an AlarmTag ...ayed when the pawn is alarmed: enter the name of an animation for the pawn's model. To see available animations, look in the [[Legacy:Mesh Browser|Mesh
    3 KB (427 words) - 16:26, 21 April 2006
  • ...ase for which the AlternatePath is pointing out a route. The AlternatePath's SelectionWeight is used to modify the likelihood of bots using that path. B Arg! Though I suppose it ''sort of'' makes sense: an AltPath's Team gives the base it leads to.
    7 KB (1,187 words) - 18:28, 20 July 2013
  • #Select the sound you wish to use. Then expand the Sound group of the actor's properties, click on the AmbientSound property and click the "use" button. ...to set the volume on an AmbientSound using the SoundEmitters property? It's just uberloud and sounds really bad.
    3 KB (481 words) - 12:34, 3 June 2003
  • It's still July?!? Oh, well. I'm trying to figure out how to program proper (wor I just fixed some "Access None"s and no I spawn each player with a "ghost" pawn, which is invicible. Wheneve
    2 KB (285 words) - 20:34, 8 September 2003
  • **game type allowed for maps using special KOTHVolume's ...ip UT2MOD files as well and include instructions how to install them. That's better for people who don't know what UMOD means.
    3 KB (488 words) - 17:26, 27 January 2004
  • <i>Let's have some fun</i>
    5 KB (695 words) - 22:26, 25 April 2002
  • ==APHEX's BIO== '''EntropicLqd:''' How's life? Mwhahahahahaha!
    2 KB (368 words) - 05:30, 12 April 2004
  • :''Tarquin'' It's a fair point. I've been pondering that page for a few days. I like the "Cre ...be more suited there. I am not hugely keen on the layout of this site, it's a wee bit mind boggling with all this info :D
    4 KB (698 words) - 12:57, 5 January 2003
  • ...e|texture]]. They ''can'' be made in UnrealEd, but this is not optimal: it's best to use other applications.
    2 KB (274 words) - 21:18, 1 December 2006
  • ; name WeaponName : The name of the arena [[Legacy:Weapon (UT)|Weapon (UT)]]'s class. ; name AmmoName : The name of the arena weapon's [[Legacy:Ammo (UT)|Ammo (UT)]] class. Use 'NullAmmo' (or any other non-exis
    3 KB (421 words) - 10:53, 8 February 2008
  • [[Legacy:UnrealScriptedSequence|UnrealScriptedSequence]]s and [[Legacy:Trigger Systems|Trigger Systems]] are some means of automating * A complete list of [[Legacy:ScriptedAction|ScriptedAction]]s.
    7 KB (972 words) - 06:56, 8 January 2011
  • ...F|CTF]] game code has a major bug concerning [[Legacy:Pawn (UT)|Pawn (UT)]]s without a [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]] like Unrea '''ProjectX:''' I think we should put all of the sections of the actor's properties in pages like this, because people will know what they are, yes,
    1 KB (203 words) - 12:25, 16 September 2002
  • ...lution I've put above. Mych said he might work on something but I think he's very busy at the moment. '''EntropicLqd:''' Since Tarquin's comments seem to have vanished ... If you find you need to replace an exist
    19 KB (2,280 words) - 05:05, 19 May 2007
  • * The Mover's Events -> Tag * The Actor's Movement -> AttachTag
    6 KB (1,085 words) - 15:27, 10 February 2010
  • : Here's your official "welcome to the wiki" cookie. Hope I don't sound like I'm ran
    654 B (83 words) - 21:26, 13 January 2005
  • ...Browser. Then in one of the [[Legacy:UnrealEd Viewport|UnrealEd Viewport]]s, do: ...currently selected Actor. Note that this window isn't a dialog box, there's no "OK" button: changes to properties affect the actor immediately. More: [
    6 KB (889 words) - 10:46, 20 September 2008
  • ...ly if the Pawn's <tt>bIsPlayer</tt> property is <tt>True</tt> and the Pawn's <tt>ReducedDamageType</tt> property is not 'All'.<br /> When building the list of armor items ''every'' item in the Pawn's inventory list is checked even if its <tt>bIsAnArmor</tt> is <tt>False</tt>
    4 KB (659 words) - 17:10, 28 May 2002
  • ...on it by clicking the square blue button in the [[Legacy:Toolbox|toolbox]]'s CSG operations group. ...sets the flags automatically for certain predefined types. (Note that it's absolutely possible to create exactly the same effects by manipulating a re
    3 KB (429 words) - 06:57, 26 November 2006
  • ...y, input the number of arrows desired to be shot before deactivation, that's it.
    2 KB (284 words) - 08:23, 8 June 2002
  • Unreal Tournament's Assault game type. One team assaults a base guarded by the other team and h ...consist of two matches. The way Assault manages to remember which half it's in, despite completely reloading the map (and hence all the variables in th
    3 KB (445 words) - 14:03, 2 September 2004
  • You can create [[Legacy:Texture|Texture]]s that are animated as a repeating sequence of static frames. You can manually connect textures to an animation by setting each texture's [[Legacy:Texture Properties|AnimNext property]] to the next texture in the
    2 KB (282 words) - 12:52, 14 April 2015
  • ...that in a game "world," any and every object has a behaviour. Even if it's as simple as a cup or as complex as monster. Each behaviour can be more ea ScriptedPawn is the Skaarj's parent class, and defines general behaviour for all instances of itself. An
    9 KB (1,280 words) - 14:05, 2 June 2007
  • ...ialized menu appears on [[Legacy:Brush|brush]]es and [[Legacy:Mover|mover]]s: see [[Legacy:Brush Context Menu|Brush Context Menu]]. ...it script: opens and displays the UnrealScript code of the selected object's class in the script editor window.
    3 KB (495 words) - 01:58, 1 June 2006
  • '''Tarquin:''' Don't worry too much about layout & stuff. There's a few pages on [[Legacy:MetaTopics|MetaTopics]] where we thrashed out conve
    1 KB (217 words) - 16:52, 29 September 2002
  • ...ople wondering why their maps aren't getting any recognition. This is a do's and don'ts list to help you getting started in making 1337 maps, if your al ===Do's ===
    8 KB (1,474 words) - 07:52, 24 August 2022
  • '''Aphelion:''' Thankyou for your welcome. Wow, somebody's actually reading my journal... I think I'd really better crackdown on my l ==Aph's Personal Page==
    782 B (110 words) - 21:09, 1 December 2006
  • ...after the twenty-third article that bears no relation to my problem. That's when the Unreal Wiki came to my rescue. '''capt. k.:''' Sometime in the early 80's the print publishing arm of CTW started a computer magazine called "Enter"
    5 KB (877 words) - 21:16, 1 December 2006
  • ...cts. Also, an Antiportal will only be considered for occlusion if the zone(s) the Antiportal exists within is visible within the current viewport. If a ...id" part of a level. It's usually OK if the corners stick out a bit as it's unlikely that the player would notice any occlusion errors that small (but
    16 KB (2,582 words) - 13:58, 13 July 2007
  • ...d in this class. UnrealScript beginners ought to take a look at this class's source code. * [[Legacy:Actor (UT)/Object|Actor (UT)/Object]] &ndash; Actor's name, class and initial state
    3 KB (465 words) - 01:50, 7 April 2006
  • ...ion it's worth marking as you have that there's a subtree UTDecoration (it's a pain if you ask me, they could have chosen a name that put it at the top.
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ...her circumstances. For example, [[Legacy:ReplicationInfo|ReplicationInfo]]s are always relevant. ...ccessful. For example, this is ''True'' for [[Legacy:Pawn (UT)|Pawn (UT)]]s and ''False'' for [[Legacy:Inventory (UT)|Inventory (UT)]] items.
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...es determine the size and behaviour of an [[Legacy:Actor_(UT)|Actor_(UT)]]'s [[Legacy:Collision Cylinder|collision cylinder]]. ...der is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s orientation.
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  • ...e an effect in UnrealEd, which is why working with [[Legacy:Corona|corona]]s is such a right pain. ...s : Expansion or compression of mesh along its normals. Default = 128. It's this property that is changed by the [[Legacy:PressureZone|PressureZone]] i
    3 KB (507 words) - 10:09, 12 October 2004
  • ...l the passage and transferrence of events. Usually, according to an actor's script, the act of passing an event results in this actor doing the followi # Search for each actor whose Tag matches this actor's Event.
    1 KB (190 words) - 00:44, 23 May 2003
  • ; Error (coerce string S) : Handle an error and kill this one actor. ...full). Defaults to spawning at the spawner's location and with the spawner's rotation.
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  • ...can be made to give off light by setting these properties. For example, it's often useful when testing Triggers to make them cast a small circle of ligh ;Unused: It's a unused space in the editor that does nothing, same effect as far as I can
    6 KB (945 words) - 15:33, 22 January 2015
  • ; Velocity : Actor's velocity. Note that an actor's rotation can be set graphically: Setting Advanced -> bDirectional to True w
    1 KB (211 words) - 04:02, 4 October 2003
  • UnrealScript's states allow different types of behaviour. The same function may be present
    2 KB (256 words) - 04:16, 24 April 2002
  • ...r shooting because of "Surface Properties Window".... urg.... Likewise, it's probably that if I made an "Actor Properties" link it was meant to cover us ''Tarquin'': OK, here's what I suggest:
    3 KB (566 words) - 01:12, 24 April 2002
  • ...ret_Base|ASTurret_Base]]> TurretBaseClass : Reference to the turret's base's class. ...:AS_Turret_Base|AS_Turret_Base]] TurretBase : pointer to '''this''' turret's base.
    4 KB (446 words) - 05:01, 2 June 2007
  • #Select the sound you wish to use. Then expand the Sound group of the actor's properties, click on the AmbientSound property and click the "use" button. ...Viewport|UnrealEd Viewport]] that is set to show Actor radii, although it's only a rough indication because the volume seting also affects how far the
    1 KB (225 words) - 01:48, 23 May 2003
  • Adrenaline is a game concept new in [[Legacy:UT2003|UT2003]]. It's acquired by killing people, capturing flags and performing other "game rela [[Legacy:Mutator|Mutator]]s can add new combos. If you build a custom combo, make sure it follows the
    4 KB (625 words) - 17:16, 17 December 2005
  • ...It's generically phrased, so it should apply to almost every project that's in development.'' ...of rules how bug reports should be posted, I'm going to describe '''A Bug's Life''' here. After all, all rules I could possibly post boil down to a ce
    8 KB (1,466 words) - 10:37, 28 December 2010
  • * [[Legacy:Ucc|Ucc]] &ndash; Unreal's general-purpose command line application. ...egacy:ModPlug Tracker|ModPlug Tracker]] &ndash; Tool to edit/create Unreal's .umx files.
    3 KB (394 words) - 20:42, 28 November 2010
  • Here's an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Example]] on how to use this class // 2. Pass FillPlayInfo() calls to mutators which are not part of the game's
    28 KB (3,236 words) - 11:06, 18 November 2007
  • This is the parent class of all AI-based [[Legacy:Controller|controller]]s. ; AdjustView( float DeltaTime ) : Called if Controller's pawn is the viewtarget of a player
    4 KB (513 words) - 16:43, 7 December 2005
  • Note: that in the Actor class there's no reliable replication at all.
    853 B (134 words) - 20:56, 1 December 2006
  • ...to the next item in the associated [[Legacy:GameObjective|GameObjective]]'s AlternatePaths [[Legacy:Linked List|linked List]].
    3 KB (364 words) - 10:48, 17 April 2006
  • ;int IconWidth, IconHeight : aug icon's dimensions
    3 KB (412 words) - 04:53, 11 August 2004
  • ...actions under various conditions. Note that .[[Legacy:Ucs File|ucs file]]s can only be attached to pawns which are subclassed from [[Legacy:U2NPCContr ...y:AIScript|AIScript]] actors using [[Legacy:ScriptedAction|ScriptedAction]]s. See also [[Legacy:ScriptedSequence|ScriptedSequence]].
    2 KB (276 words) - 08:54, 3 July 2007
  • Commands for [[Legacy:Unreal 2|Unreal 2]]'s [[Legacy:AI Scripting|AI Scripting]] system. ;deployinventory : '''''S [1]''''' deploy given inventory item [alt deploy it]...
    32 KB (1,956 words) - 15:27, 6 December 2005
  • ...UU respectively. The height specified is 96 units higher than the ladder's blocking volume. This additional height seems to make it easier to get dow * The player's '''forward motion is blocked''' - This means a player wont accidentally sta
    7 KB (1,229 words) - 13:27, 19 March 2008
  • * List of all of Epic's [[Legacy:Static Mesh Package|Static Mesh Package]]s
    3 KB (471 words) - 19:15, 23 April 2016
  • ...need to have walls set to fake backdrop for it to come "from". I think it's easier just to think of it as that light comes "out of your skybox" and is
    5 KB (877 words) - 09:23, 27 December 2006
  • ...gned? :( can anything be done about it? I have an old network card, but it's a BNC cable and my other stuff is the thingy (er.... like phone plugs but w ...onto CD-Rs(i had no CD-R burner back then) and hope that your old computer's cd-rom can read the CD-Rs :/, well i think i talk/type too much now, go ask
    4 KB (706 words) - 09:46, 30 June 2003
  • Parent class of ammunition types for [[Legacy:Weapon (UT)|Weapon (UT)]]s. Child class [[Legacy:TournamentAmmo|TournamentAmmo]] corresponds with [[L ...kup, amount of ammunition to be added to an inventory copy of the ammotype's AmmoAmount.
    5 KB (690 words) - 11:46, 20 February 2006
  • ;S: Selects all the walls in the level '''RabidZombie:''' Isn't select all surfaces Shift + S, not Shift + B. This is the case with UED3. Need to be sure if it is with o
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  • ...e away. I started reading this wiki quite awhile ago - I'm no coder, that's for damn sure, but reading about it piques my interest. I figured it was a
    1,016 B (188 words) - 02:44, 21 May 2003
  • ...heard of have UEd crash when the try and dock something, but apparently It's docking the browser tabs on first load. Try going in Unrealed.ini and chang ...tt>, UnrealEd3 runs like crap on win98, you can't do anything about it. It's best to use Windows 2000 or newer.
    1 KB (185 words) - 20:57, 1 December 2006
  • ...nfiguration for this ServerActor we always want to apply an update when it's active. ChatFilter requires a ServerPackage for some settings, here we check if it's required to change the value of the ServerPackages.
    4 KB (587 words) - 04:12, 5 June 2003
  • ...e file. For [[Legacy:Texture Import And Export|importing to UnrealEd]], it's best to use 32 bit [[Wikipedia:TGA]] (Targa) files. #N ow check if what you want to be visible is white. If it's the opposite, click on the Alpha1 channel (should be under the blue) desele
    9 KB (1,500 words) - 09:31, 12 September 2009
  • ...by UnrealEd'''. Unknown, presumed to be frame rate for scene (whether it's rendered or keyed frame rate is unknown). ...alEd will add the texture or what, but this identifier appears in UnrealEd's strings.
    22 KB (3,133 words) - 02:33, 3 September 2009
  • ...ternal management system for [[Legacy:GUIMultiComponent|GUIMultiComponent]]s enables you to automatically create variables of the desired type, without ...ssigned to an automated object variable are added to the GUIMultiComponent's Controls array.
    12 KB (1,935 words) - 04:15, 29 September 2004
  • ===DM-What's That Purple Stuff? === * Creating the ultimate camping spot may be fun, but it's ultimately detrimental to gameplay. Don't do it.
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  • ...a while off, but there's the whole gametype to write for this mod and that's my task. Oh well, to start from the beginning... ...on things, especially as I have an attention span the size of a goldfishe's! But for now, I have to do something, before all my raw enthusiasm is used
    34 KB (6,022 words) - 03:42, 5 August 2003
  • ====Almost 3 years later eh? - I'm currently studying for a B.S. Degree in Game art and Design (past year and a half... nother year and a h ...nts to create a unique and georgous level. (I'll post some screens when it's finished.)
    3 KB (446 words) - 15:46, 10 April 2006
  • ...o types. It's weird, this may also happen with all [[Legacy:Pickup|Pickup]]s but I haven't tested it. ...ther obviously, you can't place weapons in the middle of nowhere, hence it's not placed at all.
    2 KB (310 words) - 18:10, 13 January 2005
  • ...o contained in the Ammunition. This is used when the [[Legacy:Pawn|Pawn]]'s inventory. ...n. It subtracts the ammo used, then calls ''CheckOutOfAmmo'' if the Level's ''NetMode'' is NM_StandAlone or NM-ListenServer.
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  • ''The world becomes completely purple:S.'' ...uncher can lock while loading and homing missiles never miss (unless there's a wall in the way or something)''
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  • ...u have a surface selected when you change the current texture that surface's texture will also change. It can be quite easy to inadvertently change the ...indow always displays the name of the '''current texture''' followed by it's width and height in UEd units. e.g. Arch2 (256x128)
    4 KB (771 words) - 00:30, 29 August 2003
  • ...er stems from their "natural" notation. [[Legacy:UnrealScript|UnrealScript's]] [[Legacy:Scripting_Operators|operator overloading]] provides a chance to ...AssociativeArrayIterator</tt> was designed to emulate the iterators in C++'s STL. So the iterator is a class that behaves like a pointer at a location i
    15 KB (2,381 words) - 14:23, 18 November 2005
  • /* iterator's not equality comparison. Equality would be easy to write and
    6 KB (792 words) - 14:21, 18 November 2005
  • ...:Iterator|iterators]]. The syntax used here is "close" to that used in C++'s STL. Traversing an unthreaded binary search tree in order requires keeping ...state of an iteration in progress. A stack of <tt>AssociativeArrayNode</tt>s.
    6 KB (805 words) - 18:49, 3 September 2003
  • It's important to know that the PlayAnim and related functions don't get replica .... I decided to use boolean and integers that got replicated, then the pawn's Tick function would check the boolean and set the animation so it would use
    4 KB (629 words) - 11:59, 26 November 2006
  • * [http://www.homestarrunner.com/sbemail.html Strongbad's e-mail] Trust me. Click on this link! * [http://www.riaa.com RIAA] aka, The "let's sue our customers" association. o_O
    2 KB (279 words) - 13:35, 11 December 2003
  • ; Pickup (auto) : When the function Touch is called, the Other's <tt>Pawn.Controller.AwardAdrenaline( AdrenalineAmount )</tt> function is ca
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  • Mass=10.000000 //The pill's mass
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  • ...l scenes. [[Legacy:TexPanner|TexPanner]]s, [[Legacy:TexRotator|TexRotator]]s, and MaterialSequences are examples. ...to describe the motion path, and the [[Legacy:SceneManager|SceneManager]]'s Affect and/or AffectedActor properties are set to specify the object being
    6 KB (916 words) - 11:35, 13 March 2008
  • ...ject, that second object's properties can be edited within the first's. It's an object that is created just to work within this actor: you can think of
    2 KB (402 words) - 09:18, 4 December 2006
  • ...e (for the artillery and horses in the LawDogs mod). Instead of the player's original [[Legacy:Pawn|Pawn]] being hidden and the vehicle possessed, the o Another potential problem is that the player's pawn can encroach on other pawns whilst it is attached to the vehicle, tele
    8 KB (910 words) - 17:25, 17 November 2007
  • * Ability to exchange Gibsons for U.S. Dollars and vice-versa via payment gateways. ...nova that documents the real economy created within the world of Everquest's Norrath.
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  • ; Kick (string S) : Finds the first player matching the string S and kicks them. ; KickBan (string S) : Finds the first player matching the string S and kicks and bans them.
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  • ...'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 the AS/400. ...'m working on a mutator I've tentativly titled "Insanity" (hopefully there's no other mods with this name?). Basically it makes all the weapons 10x as
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  • local string s; s = string(name) $ " Couldn't find a valid cannon to fire on Target at: " $ s
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  • ...anted a little more realism for attachment, so I attached it to the player's Right Hand bone. This works great, as long as I'm not in first person view ...rson weapon meshes. It seems #2 would be decidedly more difficult, but it's something to try.
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  • ====Changing the AssaultRifle's Spread and Rate of Fire properties====
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  • Here's a link to the design document for my [[Legacy:Araes/Design Document|propose
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  • ...locations of high resources and manufacture the implements of their enemy's destruction as needed. ...added in a circular stair-case or ring pattern. The same would work for X's, strings, walls, spheres, ect...
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  • ...t the player explore, have fun, progress, and make the player feel like he's accomplished something at the end of it. * good use of monsters MonsterSpawner's - for example: don't spawn too many too difficult monsters
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  • ...th a mega queen in the bottom, not some loppy rockthrowers, The bridge bit's elevators are seriously broken, and the door for the "SURROUNDED" section i ...thinking of a way I could script the balrog to step on the bridge when he's out of health to fall to his demise. And SniperSkraaj with arrows, and anot
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  • ...acent player spawns to the main one, all you do is increase the main spawn's radius so that the game calculates the adjacent ones. Great simplification * fixed the bot's PRI
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  • ...dminLogin function and comparing the given password with the AccessControl's admin password. If successful, the bAdmin value is set to true. ...s the [[Legacy:GameInfo|GameInfo]] to kick and ban the player specified by S.
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  • ...owning the actor to the server, similar to replicated function calls. That's why Unreal engine 1 replication conditions always check the Role. In Unreal
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  • Now what's going on here, is that the client is going to change SomeIMportantValueTheC ...notify server is going to be called on the ServerMachine, both because it's non-simulated, so it can't execute on the client, and because we are replic
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  • ...GameObjectives have a CriticalObjectiveVolumeTag which matches this volume's Events->Tag. Then whenever an attacker enters this volume, those objective ...GameObjective|GameObjective]]s by matching this Tag with the GameObjective's <tt>CriticalObjectiveVolumeTag</tt> property.
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  • With all that having been said, let's get on to the good stuff. This tutorial is organized in a series of sectio ...second type of objective, handling map progression, and what to do when it's all over.
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  • So, that having been said, here's a few questions you'll want to answer before you start: ...ise and tweak some things here and there as you're building the map. That's a natural part of the building process too.)
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  • ...off of all kinds of things so even if you're not in direct sunlight there's still some light. This will keep the shadows from being pitch black and ma # 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
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  • * It's a [[Legacy:GameObjective|GameObjective]]. GameObjectives do several things ...ther one (generally, one that looks like a blown-up version of whatever it's supposed to be).
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  • Now it's time to set up how we're going to get players into this nice map of ours. It's important to note here that you want to have at least as many PlayerSpawns
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  • ...u've got a basic network down, and checked it to make sure that everything's reachable and all the other standard [[Legacy:Bot Pathing|bot pathing]] iss ...AssaultPaths may already be familiar to you, but in case they aren't, here's a quick summary:
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  • ...hrough the doorway and ...off the edge of the world. Hmm.. Looks like it's time to build the rest of our map, huh? ...egy to a game when there's more than one way to reach an objective, so let's build our base symmetrically, with a path on either side leading to a centr
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  • ...'s been shown here when you're putting together your own maps. Well, here's some possibilities: ...The obvious use for these is doors, of course, but keep in mind that there's a lot of other things that can be destroyed, and a lot of ways to destroy s
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  • That's about it for setting up a basic vehicle, there is a list of other propertie
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  • ...o move the focus. The numbers are all in [[Legacy:Unreal Unit|Unreal Unit]]s. ...d Interface|UnrealEd Interface]] &ndash; a complete reference for UnrealEd's menus, windows and buttons.
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  • ...being triggered, and the cost only applies to [[Legacy:Bot (UT)|Bot (UT)]]s on the attacking team.
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  • ...ey are defined in [[Legacy:Game Ini File|Game Ini File]] (ie: in UT2004 it's UT2004.ini).
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  • ...n actor to your map, it snaps to 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 [[Image:Legacy_SaveButton.jpeg|right|The button to save the actor's default properties]]
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  • ...o prevent spawn killing in AS games. It is an abstract class, so one of it's two subclasses must be used (see below), based on weather the sentinel is a ...IdleOpened()(simulated) : Plays the animation of the sentinel idling in it's active, "open position".
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  • ...e Monsters are spawned at random [[Legacy:NavigationPoint|NavigationPoint]]s around the map and attack the players in increasingly aggressive waves. ...Monster in an xTeamRoster. ''(RedTeam's Size is incremented although there's no valid player added and extra BlueTeam memebers are the result)''
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  • ...ldLocation() (simulated) : Return world location of crosshair's == vehicle's focus point
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  • ...] macro that updates indexes of selected defaultproperties array items. It's handy when you reorder array items and dont want to upddate the index numbe
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  • ...ave it extend the Combo class. This way, we gain access to the Combo class's functions and member variables. These will help us in creating our own adre
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  • ...ppropriate objective and delivered to an ASOBJ_EnergyCore_Delivery once it's activated, the player will be left with an uncompleteable objective: there
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  • [scatter bomb, when it's hit by enemy fire it splits into smaller shells that do moderate damage
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  • ===TriggeredFunction(s):=== ...essSentinel2.<br />Now place a trigger to a known place of you, and set it's event to SpawnProgressSentinel1 (make sure that you can see both the sentin
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  • Based off of the Hellbender, here's the easiest way to make an Amphibious vehicle (that I've found...)
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  • If this useage of BuF's wiki is not accepted by the admin I will probably move it elsewhere.
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  • So let's see if I can (and will) collect some infos here that might help others :-) '''LegalAssassin''' noted: It's FUBAR, Fücked Up Beyond All Recognition/ Legal ;)
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  • Like the rest of the site, it's under constant development. If you are a beginner and do not find these pag * [[Legacy:Zone Portal|Zone Portal]]s and making zones
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  • ...d of. It is automatically created by the [[Legacy:UT_BioRifle|bio rifle]]'s [[Legacy:UT_BioGel|projectiles]] where they hit the ground and keeps bots f A BioFear's [[Legacy:Actor (UT)/Collision|CollisionRadius]] is initially 200 world unit
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  • ...setting an ''ExtraCost'' value of precisely 100,000,000 in the BlockedPath's properties. However, a BlockedPath can be unblocked simply by [[Legacy:Trig
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  • ...es the [[Legacy:Surface Flags (UT)|Surface Flags (UT)]] for all this brush's surfaces. This is set on brushes made with the [[Legacy:Add Special|Add Spe ...g to see if it's possible to pre-merge polys in the building process... it's not, but if anyone from Epic reads this, please nudge Warren, I think it wo
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  • This is the base class for [[Legacy:UnrealEd|UnrealEd]]'s [[Legacy:Brushbuilders|Brushbuilders]] (mappers should read that page for i The brushbuilder buttons that appear in UnrealEd's [[Legacy:Toolbox|toolbox]] are generated by subclasses of this base class.
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  • ...th a mini drop-down menu (true/false and [[Legacy:Enumeration|enumeration]]s) can be advanced to the next option by double-clicking the parameter name o ...to make [[Legacy:Making Windows|glass]], [[Legacy:Zone Portal|zone portal]]s etc. For more complex shapes, use the [[Legacy:2D Shape Editor|2D Shape Edi
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  • ...esnt work at all or clips in the wrong place: this is to do with the brush's current scaling or rotation.
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  • ...leave it unchecked, because you can always do this later yourself once it's added by doing [[Legacy:Brush Context Menu|Brush Context Menu]] -> Polys -> ...they do but perhaps someone who does could fill this in... '''Bean:''' It's best to not merge faces and to change it to a nonsolid using the radio butt
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  • ...ou rebuild, you'll see everything come back the way it was, except that it's now inside your newer, larger open area!
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  • One of the interface modes in UnrealEd's [[Legacy:Toolbox|toolbox]]. This mode lets you rotate Brushes or Actors suc ...you the mapper does to actors in UnrealEd, with [[Legacy:Rotator|rotator]]s, a type of UnrealScript variable that describes a rotation.''
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  • ...nd facedrag mode, all explained below. (this is [[Legacy:Tarquin|tarquin]]'s personal crusade... don't use brush scaling!)
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  • ...editing]] or further transformations can be applied with impunity, but it's no longer possible to read the previous transformation numbers. ...ed brush scaling. There's still a numeral scaling dialog somewhere, but it's now an immediate transformation of vertex co-ordinates.
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  • ** a black area in UnrealEd's 3D viewport which produces a [[Legacy:HOM|HOM]] (hall of mirrors) effect in It's much easier to spot Hall of Mirrors in maps if the screen is covered with a
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  • ...than adding a small box containing sky [[Legacy:Texture (UT)|Texture (UT)]]s just outside of each individual window. [[Legacy:Sunlight|Sunlight]]s are a special kind of light, casting parallel shadows. They had to be place
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  • ;BSP: '''B'''inary '''S'''pace '''P'''artition. A technique for determining polygon order and ther ...to perform in real time to draw [[Legacy:Polygon|polygon]]s on the player's screen.
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  • * The carpeting in UT's DM-Gothic * Trim in UT's DM-Grinder
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  • ...tutorial assumes you know many of the [[:Category:Legacy Basic Procedure]]s: [[Legacy:Create A Room|Create a Room]], [[Legacy:Add An Actor|Add an Actor ...p by moving through a network of [[Legacy:NavigationPoint|NavigationPoint]]s, the simplest of which is called a [[Legacy:PathNode|PathNode]]. When a bot
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  • ...d to develop entertainment products, but since the beginning of the 1990’s BSP-trees have been used in the gaming industry to improve performance and BSP trees are an extension of the painter's algorithm; which works by drawing all the polygons in a scene in back-to-fr
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  • The PRI subclass used by UT [[Legacy:Bot (UT)|Bot (UT)]]s.
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  • ...ld/Level Statistics. BSP cuts build up your binary tree which describes it's parts using the nodes for identification. ''Here's even more excellent advice, concerning the statistic: the Node to Polygon R
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  • ...lt Properties|Default Properties]] and texture [[Legacy:Modifier|modifier]]s. ...lt Properties|Default Properties]] and texture [[Legacy:Modifier|modifier]]s.
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  • ...outdoors, but can be used outside a window on an indoor level if the level's theme dictates it. ...Would a ship attached to a looping mover work? You could attach the ship(s) to movers and have them go around the skybox (in and out, in and out of th
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  • It's also possible to change the class of the brush actor, and get a [[Legacy:CS
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  • ; RateWeapon : returns the Weapon's AIRating, a slightly randomized
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  • In order to fix this despite the coder's lack of time/interest which haunts many mods, I found a work-around. ...is based on the simple fact that bots are hunting [[Legacy:Pickup|Pickup]]s. Sadly, we can't have that in the map. Instead we will have to cheat the bo
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  • ...blood effect on a wall?? Well it's quite simple, truth to be told. So let's get started. I assume you know how to make a basic level and all that good #Add it where it's needed (You can make it a [[Legacy:Semisolid|semisolid]] if you'd like, it
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  • ;edit script: opens the script of the selected object's class in the script editor window.
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  • <pre> Aliases[<number>]=(Command="<command(s)>",Alias="<alias name>")</pre> '''PleaseLoveMe:''' No, it's there. Check Object -> GUI -> GUIUserKeyBinding in the object tree. I rec
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  • ...ll a beginner myself, so I figure I might be able to write a good beginner's tutorial (that or waste a lot of my time :D). ...as seperate articles covering different aspects from different angles. It's been said that different people want different styles of tutorial. I like t
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  • ...ead the RBB from the Additive Brush later with Polygons -> To Brush. There's [[Legacy:Brush Exporting And Importing|Brush Exporting And Importing]] too. '''ZxAnPhOrIaN:''' Well, it's better because you don't have to rebuild when you use the copied brush.
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  • (Odd, I believe I just gerundized an acronym... I wonder if that's proper?)
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  • ===Bisclavret / Developer's Journal===
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  • ...]] and its use of [[Legacy:Static Mesh|static mesh]]es in level design, it's become important for an amateur mapper to know a third party modelling pack ...now what? In Max, meshes are manipulated through the use of Modifiers. Let's go through the concept of a Modifier real quick.
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  • ...in [[Legacy:Object|Object]] and can be used everywhere in [[Legacy:UT|UT]]'s UnrealScript. Many of these have [[Legacy:Operators|operators]] defined fo ...d also be used to describe a sphere: X, Y, Z is the location of the sphere's center and W is the radius.
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  • '''Bot Support''' and '''Botplay''' are both terms used to describe a map's support system for bots: artificially intelligent players that can act as i ...nfo]] classes, any [[Legacy:UnrealScriptedSequence|UnrealScriptedSequence]]s and custom AI objects to create a believable player character with objectiv
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  • ...upon it's own internal state and orders. Sometimes the bot will change it's own internal state to enable it to better deal with the action it wishes to ; Charging : In this state the bot will rush at it's enemy with no regard for the continued well being of either itself or its t
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  • * [[Legacy:ScriptedPawn|ScriptedPawn]]s * [[Legacy:FlockPawn|FlockPawn]]s
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  • ...nto subpages - one subpage for each model, and it would include that model's Skeletal Animation Bones, Karma Ragdoll Bones, and known script bones. ...it, in my experience. As an alternative, you can refer to a bone using it's '''attachalias.''' If the bone name does not have a space in it, you can ju
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  • ===Mayang's Free Textures ===
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  • ; int UClamp : Set equal to your texture's horizontal pixels ; int VClamp : Set equal to your texture's vertical pixels
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  • ...ince I can't actually see them (nor they me). I've tried reducing the bot's sight radius but that has had no effect. Anyone have any other thoughts on ...ot.Restart(). My guess is that the SightRadius value is being reset to it's original value after the ModifyPlayer() function is called. I'll have a go
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  • ...s. Beyond that, things are still being changed/designed/confirmed. My job(s) are Project Lead, Music/Soundtrack, and some Coding. Possibly some collab
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  • DestroyedSound=Sound'ONSVehicleSounds-S.Explosions.VehicleExplosion01' BulldogShutDownSound=Sound'ONSVehicleSounds-S.PRV.PRVStop01'
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  • ...lume is a Brush that only provides collision. It replaces [[Legacy:UT|UT]]'s [[Legacy:Invisible Collision Hull|Invisible Collision Hull]], which was pro ...or if there's a space that a player could become trapped in so you do what's best for them and keep them out of it (unless you decide to make said space
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  • ...ts of the old engine in terms of making a playable map under 350 polys. It's currently in beta form but I will release the final version sometime over t ...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 map su
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  • ; wildcard : A wildcard specifying the location of the file(s) to import. Note that the import type isn't an object class, it's actually a console command.
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  • It's a texture utility [[Legacy:Application|application]] made by Epic. See [[Le
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  • ...players. The map may not look too good, but my friends and I think that it's really fun to play. You won't go to far without running into someone.
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  • Boxer is a full-featured programmer's [[Legacy:Text Editor|text editor]] available from [http://www.boxersoftware
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  • ...gramming language I ([[Legacy:El Muerte TDS|El Muerte TDS]]) specified. It's being compiled and executed from within the Unreal Warfare engine. ...nput source to an internal format, for later processing/execution. So that's why I will handle both at the same time.
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  • ...re in the code, it's just that I prefer to have it at the top. This way it's easy to find the declaration when you are looking at the code. ...llows you to mix variable declarations and function declarations, but that's up to you. You might prefer to declare vars first and then function. This g
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  • It's wise to write a function to draw the current AST, this way you can easily s ...t important is the NT_Keyword, this defines a piece of code to execute, it's usualy a root node.
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  • ...as defined in the [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EBNF|grammar]], it's best to use constant instead of inline strings because this prevents you fr ...r '''function''', while this is true we keep reading declarations. When it's not true it has to be a statement.
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  • var private Scope s; s = inScope;
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  • var private Scope s; s = new class'Scope';
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  • We will begin by defining a design for the NaliCow's behavior. ...scripting, giving us a clear set of coding elements to complete before it's AI takes shape.
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  • * adapt DavidM's old advice about mapping for UT: copy. Take a UT2003 map you like &ndash; t Epic's mesh packages are notorious for being an absolute mess, with no logic to th
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  • ...like the look of. This is basically how all of my maps get started, imo it's part of the reason they aren't all that great. My recommendation is to star #The other option is kind of the lazy man's way out: Just plop a teleporter/warpgate type device at one end and make it
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  • ...erator from an old game I have, I came up with the name "Baruro", so, that's what it is now. ...jpeg|right|New switch room, compare it with the old one directly below. It's amazing what a little less light and some girders and trim will do.]]
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  • ==Boff's Little Hole in the Ground...==
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  • ...changed, and now I'm standing in the possibility of being one of the world's best game designers. The world looks pretty awesome from in here. :D ...e based, state based, and networking based model used by UnrealScript. It's an awesome tool.
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  • What's Goin On: ...tePath|AlternatePath]]s. But, use the APs like [[Legacy:PathNode|PathNode]]s, or they will become uninterested and run away towards the nearest pathnode
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  • ===Bot_40's Developer Journal=== ...he way it is although there is lots more to go in. Please don't tell me it's all too plain, I'm gonna put in some bright orange torches along the paths
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  • The BigHeadRules class affects the size of the [[Legacy:Pawn|Pawn]]'s head after they have made a kill or died. ...[[Legacy:Controller|Controller]] Killed ) : Alters the size of the Killer's head, based on Deaths vs Score, after any kill is made.
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  • ...:Boolean]] :D (but the original writer has to do this because of Wikipedia's GFDL.)
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  • Sculptris is superior to [[Blender]]'s sculpting mode as it adds more polygons to the model to describe the shape Once the paint mode is entered, it's not possible to change the shape of the mesh any more except by loading a p
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  • ...center by NEG forces. In keeping with the historical battle, the attacker's insertion point is a distance away from the command center, because of the ...ost daring acts of the mostly covert Corporation Wars, Izanagi Corporation's research facility on Lamdon 3 was raided and destroyed by a strike force fr
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  • ...bs. Just delete it if it doesn't really belong. And please edit it if it's really crap or just too simple :/ ...a new bulldog which subclasses the old one. We have to do this because it's not as simple as setting the pawn class in the game info class.
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  • It's just a wooden barrel. You can shoot it and it shatters.
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  • * Define "filters" to decide what's a true changed line, and changes to ignore ...hanges at the character level. I'm actually considering this for work, it's that good.
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  • ; [[Legacy:GameObject|GameObject]] HomeBase : A reference to this squad's team base. This is really an [[Legacy:XBombDelivery|xBombDelivery]]. ; float ScoringRand : A number used to help randomize the squad's actions if someone is holding the ball.
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  • ; bool bFireSuccess : Determined by the [[Legacy:Weapon|Weapon]]'s <tt>BotFire</tt> method, which indicates if the weapon actually fired. ; int FormationPosition : Determined by the squad's [[Legacy:RestingFormation|RestingFormation]].
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  • ...: Draw pass target reticle on HUD ('''Off-Kilter:''' At least I think that's what it does :P)
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  • ; EnemyBase : A reference to the opposing team's [[Legacy:XBombDelivery|Bomb Gate]]. ; HomeBase : A reference to this team's [[Legacy:XBombDelivery|Bomb Gate]].
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  • The enhanced sniper rifle's bullets explode on impact. ...other weapons are not changed. Each weapon in <u>UT ModWeapons</u> has it's own arena mutator, so you can mix and match different variations of weapon
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  • ...[[Legacy:Trigger|Trigger]]s and [[Legacy:ScriptedTrigger|ScriptedTrigger]]s ...rial set up, make one now. I suggest reading about [[Legacy:Shader|Shader]]s, using Opacity in your shader, and maybe Specularity if you want it to look
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  • ..._hub.php?mid=7510 CTF-MountainWars]. A large outdoor map. Pleez try it, It's not that bad i think :D '''Guest:''' There's no harm in just leaving the '?' links. :)
    2 KB (309 words) - 09:46, 22 July 2004
  • ...reviewing the list of available [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support. ...n Context Menu|Viewport Caption Context Menu]] -> View -> Show Paths. It's possible to hide everything except the paths, which can be quite handy. Onc
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...wo ways: where they can go and what they want. At any given moment, a bot's attention is on their immediate goal (an adrenaline powerup, a gun, an enem ...Legacy:AssaultPath|AssaultPath]]s, bot orders, [[Legacy:AIScript|AIScript]]s, weapon preferences or gametype rules, these goals change.
    11 KB (1,777 words) - 12:39, 31 October 2007
  • ...a person's pupils are dilated enough. (And [[Legacy:Lens Flare|lens flare]]s are a natural phenomena that occurs when light is refracted many times by s For larger mods, or TC's this could be made map, or even zone-dependant, to create individual effect
    50 KB (7,997 words) - 10:52, 18 November 2007
  • In the end only the Warhead launching ShieldGun worked but that's another story ;) Yesterday I finished my Impulse Gun which I'm kind of proud of because it's the first useful modification I made :D
    901 B (149 words) - 11:35, 29 December 2004
  • ...e stuff I want to tell to the beginners. Anyway I will try to and yes that's it so far. ...n. To be honest I didn't have a look at this class but I don't think there's too much of black magic ;)
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...efficiency along with the normal stuff. The scoreboard's nothing big, it's more for personal consumption on the server I admin ([http://www.notyourave
    1 KB (221 words) - 11:46, 27 February 2005
  • ...ere is simply not enough data to assign values to all pixels. If an image's height and width are doubled, you are increasing the number of pixels by a ...el is closer to one of the known pixels, it should be closer to that pixel's colour.
    6 KB (947 words) - 17:18, 3 March 2005
  • ...hat it was fun, and appealed to me. Later I followed some of Angel Mapper's tutorials, which have helped tons of people. Later on I got to help her ou ...ase and sorted by player or IP, enabling admins to track and manage player's activities more easily, without having to sift through thousands of lines o
    7 KB (1,357 words) - 18:10, 21 June 2005
  • ...shadows using projectors. There are other methods, including SquirrelZero's [[Legacy:SquirrelZero/RealtimeShadows|RealtimeShadows]], which are good ind ...e shadow sharpness and it often needs adjustments to the rotation since it's set too low.
    14 KB (1,912 words) - 23:15, 24 June 2005
  • ...acy:Object|Object]] and can be used everywhere in [[Legacy:UT2003|UT2003]]'s [[Legacy:UnrealScript|UnrealScript]]. Many of these have [[Legacy:Operators ...d also be used to describe a sphere: X, Y, Z is the location of the sphere's center and W is the radius.
    5 KB (689 words) - 13:33, 16 December 2005
  • '''Solid Snake:''' Nothing wrong with using ASM, but even so it's pretty hard to get into without some formal training.
    2 KB (395 words) - 16:45, 12 January 2007
  • For a tutorial on using UT2004 [[Legacy:Monster|Monster]]s, see [[Legacy:A UT2004 Monster Tutorial|A UT2004 Monster Tutorial]]. ...AI of the UT Pawns was used in conjuction with [[Legacy:AIScript|AIScript]]s to create relatively realistic behavior.
    16 KB (2,701 words) - 10:31, 23 December 2006
  • I've just found this site, and think it's pretty cool. The terrain tutorials helped me out a lot here. I've already m
    335 B (56 words) - 19:04, 28 November 2006
  • ...e difference that it blocks monsters ([[Legacy:ScriptedPawn|ScriptedPawn]]'s), as opposed to bots and players.
    454 B (59 words) - 13:03, 15 September 2007
  • ...es of UnrealScript, and it even works. Also note that setting a path node's ''ExtraCost'' to anything less than said 100,000,000 doesn't reliably preve '''Wormbo:''' Paths are generally only used on the server. There's absolutely no need to replicate them.
    1 KB (168 words) - 01:55, 18 November 2007
  • ...] thinks so. You are free to add content at any time if you find something's missing. ...u can choose to use these functions and finish your weapon as is, but that's never as interesting as writing these routines yourself.
    9 KB (1,488 words) - 23:33, 24 March 2008
  • [[Legacy:Acidsphinx'S Journal Into UT3|Acidsphinx's Journal Into UT3]]
    1 KB (161 words) - 13:47, 23 February 2008
  • ...DMSiesmic_ISampler.jpeg|center|Tile #03: ISampler Resynthesis - Acidsphinx's favourite settings]]
    4 KB (663 words) - 13:44, 23 February 2008
  • ...1,0, so that by the time the particle has reached the end of it's life it's alpha equals 0 or totally invisible. ...eds to be added to the top right called '''Size -> Size By Life''', add it's graph by clicking the squigly line on the right, in the bottom left some pr
    6 KB (1,056 words) - 13:51, 23 February 2008
  • ...ukem-like surveillance camera effect. When untriggered, resets the player's viewpoint to first-person view again.
    515 B (62 words) - 10:58, 18 November 2007
  • ...Weapon]], [[Legacy:GUI|GUI]] classes and [[Legacy:Interaction|Interaction]]s. ...raw modifiers (shaders, etc.) or [[Legacy:ScriptedTexture|ScriptedTexture]]s.
    12 KB (1,737 words) - 17:10, 21 October 2016
  • ...l are judged. Think kewl. Even kewler. Now even kewler than that. That's how kewl I am.}} : '''captk:''' Alrighty then &ndash; that problem's solved. Thanks for reading. :)
    2 KB (339 words) - 17:56, 1 June 2003
  • ; abstract : This class cannot be spawned, it's a base class only. Usually the useful functionality is implemented in subcl ...-userini=...-</tt> [[Legacy:Command Line Parameter|command line parameter]]s.
    11 KB (1,688 words) - 01:32, 25 October 2007
  • ...raw dynamic content on [[Legacy:ScriptedTexture (UT)|ScriptedTexture (UT)]]s. Other actors (some [[Legacy:Weapon (UT)|Weapon (UT)]]s and the [[Legacy:HeroStatue|HeroStatue]], for instance) implement the same
    1 KB (159 words) - 12:01, 16 February 2008
  • ...y:Zone|zone]] is used to destroy [[Legacy:Projectile (UT)|Projectile (UT)]]s before they hit a fake backdrop. ...ers ghosting too! This can be both extremely annoying and ruinous to a map's desirability. In general, some kind of zone (a [[Legacy:VacuumZone|VacuumZo
    2 KB (285 words) - 11:54, 16 August 2007
  • ...ollision cylinder''' is simply an invisible cylinder, centred on the actor's mesh or icon. In pre-2003 versions, every actor has one. This is how the Un ...e the pipe decoration when used horizontally can't block realistically. It's up to the mapper to work around this limitation.
    4 KB (683 words) - 09:30, 16 August 2006
  • ...e player to ''bounce'' and a path node to act as the target for the player's ''bounce''. ===Add the jump's destination===
    8 KB (1,318 words) - 21:56, 7 June 2011
  • ...ddition, if you list your commandlet in the public section of your package's [[Legacy:INT File|INT file]] (see Engine.int for example), then your comman ...ame only appears to load commandlets from packages that reside in the game's installation directory, not the "My Games\Unreal Tournament 3" directory.
    9 KB (1,218 words) - 16:49, 29 April 2010
  • Let's first take a look at how the CTF Flag in UT2004 uses references to figure o var UnrealPawn Holder; //Holder has to be an UnrealPawn or any of it's subclasses
    15 KB (2,447 words) - 17:45, 21 April 2007
  • Well, there's only one way to find out, and that's to do it. At the very least you need to edit your [[Legacy:Game Ini File|G ...d command will not recompile your package unless your first delete it. It's well worth creating a small batch file to do this for you, e.g.
    8 KB (1,250 words) - 08:00, 10 June 2016
  • In [[Legacy:UT2003|UT2003]] it's called '''ConsoleHotKey''' instead, but essentially the same configuration. ...identally, if someone wanted the Server to take a look at a client console's history everytime there is a change, would that be easy to acomplish? I as
    3 KB (474 words) - 18:47, 31 October 2007
  • ...e equivalent to actions in the rest of the interface, but some of UnrealEd's features can only be accessed here. See [[Legacy:UnrealEd Console|UnrealEd ...-> DrawScale3D property for the currently selected [[Legacy:Actor|Actor]](s). Useful for quickly changing the size of [[Legacy:Static Mesh|Static Mesh]
    2 KB (281 words) - 03:04, 25 May 2003

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