Gah - a solution with more questions. – EntropicLqd

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  • ...vestigation'' into switching players' pawns into and out of ragdoll mode. Some considerable mileage was made but the implementation does not work in netwo (Note: this text cut from [[Legacy:Karma Ragdoll|Karma Ragdoll]]. Karma Ragdoll should be d
    48 KB (7,108 words) - 03:22, 14 September 2006
  • ...code. You would have to save your work and then edit your code later in a text-based editor such as notepad.
    775 B (116 words) - 00:48, 11 April 2010
  • ...stract classes which contain an array of [[Legacy:Localization|localized]] text. They can be used to display messages to players, either individually or gl ...to be localized on the client side, and saves network bandwidth since the text is not sent. Actors (such as the [[Legacy:GameInfo|GameInfo]]) use one or
    7 KB (807 words) - 20:09, 13 April 2007
  • // Subpage help text // Localized Menu Link Text
    117 KB (12,093 words) - 17:31, 19 March 2003
  • ...etting("Server", "DefaultProfileName", default.LPPropsDisplayText, 1, 10, "Text", "32");
    4 KB (366 words) - 17:30, 19 March 2003
  • ...o get the actual content in the RSS out and display it in something like a text field.
    9 KB (1,366 words) - 09:13, 19 November 2007
  • ...HTTP redirect headers is RFC compliant, otherwise it will behave much like some other HTTP clients behave. This means that in case of a 301/302 it will set ...DefaultAccept : the default value for the Accept header, we only support "text/*"
    16 KB (2,320 words) - 09:15, 19 November 2007
  • ===_Level Text Info===
    5 KB (600 words) - 23:03, 9 February 2004
  • Making some progress on [http://www.planetunreal.com/apprehension Apprehension], but I' ..., I finally downloaded the firefox browser, and the whole problem with the text editing box expanding itself to the right has finally gone away now that I'
    5 KB (868 words) - 07:40, 11 December 2004
  • ...e log file from within Unrealscript, though it is easily readable with any text editor. <uscript>Log( ''Text'', ''Prefix'' );
    3 KB (500 words) - 07:33, 6 September 2004
  • ; byte LightPeriod : Used with some of the dynamic LightEffects ; byte LightPhase : Used with some of the dynamic LightEffects
    54 KB (7,693 words) - 04:06, 20 February 2007
  • Add some debugging code to the class you want to debug // Parameter 4: Underline the text if True is passed in
    11 KB (1,273 words) - 09:22, 6 November 2006
  • * I'm not talking about ''your'' mod or mod concept in particular here, and some parts of this article might not even apply to you. ...the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled o
    25 KB (4,457 words) - 18:11, 6 December 2009
  • ...don't want to tread on. So I linger a bit longer and cudgel my brains for some ''other'' way to reach my goal than backing up. ...&ndash; being notified when the player selects one of the entries requires some more code insight. It is possible though, and I'm just about to implement
    92 KB (15,242 words) - 07:57, 3 December 2009
  • Machismo : Before I write the tutorials i thought i'd get some suggestions :p<br /> ...h built up the [[Legacy:Mouse Control|Mouse Control]] page bit by bit as a text file on my HD when I was getting to grips with UEd.
    5 KB (801 words) - 21:49, 23 December 2006
  • ''Click "Edit text of this page" below to add your question to this page. See also [[:{{SUBJE
    4 KB (709 words) - 16:41, 22 May 2015
  • ...ealTournament.ini]] to determine the directories used for texture search. Some mods (total conversions like Tactical Ops and Infiltration) keep their text Such a localization file is a plain-text file with the extension .lang and looks like this:
    8 KB (1,166 words) - 11:59, 3 October 2004
  • ...doesn't work our or if you have comments or questions, just hit the "Edit text of this page" link below and add your comments or questions at the bottom o
    3 KB (410 words) - 09:38, 21 July 2002
  • | style="text-align: center" |<code>%k</code> | style="text-align: center" |<code>%w</code>
    4 KB (536 words) - 15:02, 2 September 2016
  • ...ag]] to alert a contributor whose web browser has accidentally damaged the text of a page they have edited.
    4 KB (564 words) - 19:14, 22 January 2007
  • ...al engine supports [[Legacy:Texture|Texture]]s up to sizes beyond 256x256, some (older) video hardware can't go higher than that. In order to accommodate ...rsonally recommend people to not use MipMaps, unless you actually WANT the text to blur when you get a certain distance from it. Oh, one more thing... The
    4 KB (648 words) - 08:48, 24 October 2009
  • | style="text-align: center" |'''''Game''''' | style="text-align: center" |'''''File Extension'''''
    1 KB (151 words) - 11:34, 20 March 2008
  • ...ake sure you've exported the source classes and are editing using your own text editor like CoolEdit or MS Dev Studio.
    3 KB (517 words) - 12:08, 29 March 2003
  • ...Note that this document dates from the early days of [[Legacy:UT|UT]], so some elements of it may be dated. Especially the [[Legacy:Class Syntax|class def ...tion as well as pointers on mod development. If you work hard, you can get some fun stuff done through mod authoring.
    2 KB (316 words) - 11:44, 26 June 2010
  • | style="text-align: center" |'''actor type | style="text-align: center" |light
    6 KB (894 words) - 09:24, 6 May 2022
  • ...warning and send me such an email anyway, at least make sure it's '''plain text''', uses '''proper spelling and grammar''' and observes the minimum require ...Spectate Botmatch]] &ndash; provides botmatch spectating capabilities with some extra goodies (UT2003)
    4 KB (589 words) - 11:23, 12 December 2006
  • ...ation in a [[Legacy:Map File|Map File]], but you can open it with a normal text editor like Notepad.
    3 KB (540 words) - 22:51, 27 November 2006
  • ...Common problems experienced when using Maya to import into UnrealEd, with some solutions ...E was distributed with [[Legacy:UT2003|UT2003]] on CD#3 (see press release text below), but it's unclear whether a key will be issued for this older versio
    3 KB (513 words) - 18:36, 4 October 2007
  • *''Goal'' This text string is updated sporadically as a general indicator of what the bot is do
    3 KB (537 words) - 15:46, 16 November 2005
  • ...ag's defenders must be out of position to obtain them, placing the flag at some risk. ...that is well outside of the scope of this page I'll side step the issue. Some points worthy of consideration are listed below.
    13 KB (2,334 words) - 10:50, 28 May 2007
  • ...wrote ages ago, and then there's Yoda's text. I'd like to merge the two at some point.
    997 B (171 words) - 07:55, 6 July 2002
  • ...not intending to cause offence. As you get to know each other and develop some "trust" this will become less of an issue. ...in the knowledge that by the time they get back on-line the following day some sort of answer will be waiting for them.
    18 KB (3,181 words) - 04:41, 9 June 2007
  • ...ve checked out (or you don't own). I guarantee that you will lose code at some point during the mod development when you try and integrate your code with * Every time a member of the team releases some new code, texture, model, or other asset do your very best to grab the rele
    9 KB (1,560 words) - 02:04, 7 April 2006
  • All of these could use some variations like ">>>Nice Cap "x"<<< with the name of the player who capped ...just lots of minutes on the server could have bots say "lo 'Player X'" or some variation thereof.
    6 KB (1,228 words) - 00:04, 20 December 2008
  • The basic idea of the mod is quite simple, although some of the details about scoring and gameplay are a lot more complex. In essenc '''Mychaeel:''' What about creating some sort of plug-in architecture for scoring purposes? Like mutators, server a
    15 KB (2,651 words) - 17:02, 30 November 2004
  • ...limited ammo of course? Otherwise it's a bit limiting. Is it meant to me some sort of punishment for people who like ripper and flak cos if anything it w ...can have custom voicepacks for the Announcer. That is what I meant, not a text message spamming the chat channel. That would not be funny, no sir.
    2 KB (395 words) - 21:28, 13 January 2005
  • '''Wormbo:''' I think I'll rewrite some of the flag code, but I'll need to investigate the existing code a little m | style="text-align: center" |CTF Types
    8 KB (1,565 words) - 16:04, 25 January 2006
  • ...t the end of the session, bot reporting is saved to a date and timestamped text file. .... Perhaps a config file could come with the mutator so people could edit a text file and pick and choose which properties they want. Nice to have but certa
    4 KB (622 words) - 13:38, 23 January 2003
  • Please leave the text I've written and add your comments at the bottom. ...d make their own... But come on! Imagine watching the superbowl feed from some d00d in the nose bl33d section. No, this needs to be done with style to re
    7 KB (1,345 words) - 21:51, 28 December 2003
  • ....and maybe his health is ticking away. That keeps him on the move and adds some stress. '''And maybe the idea of a "false prophet" is completely gone and t * The bots get killed rather easily. I understand that you had some difficulties with the AI, it probrably just needs playing around with. The
    14 KB (2,561 words) - 22:32, 17 September 2003
  • Unfortunately, that function is a little buggy so some care is needed when using it. Generally you would call it from within your ...vanishes before your very eyes. Ideally your projectile should also spawn some rocks and junk to come out so it looks like the chunk you removed actually
    8 KB (1,443 words) - 10:49, 19 November 2007
  • '''Kagato:''' I won't have the skills to work on this mod myself for some time, so I'll throw this one open. '''MeanFish:''' It seems to me that by making some alterations to the collsion volume for the vehicle mesh you could indeed sh
    15 KB (2,696 words) - 18:25, 18 November 2007
  • ItemName="Killstick" //The text you see when you switch to the weapon and in various other places. Anyways, just thought I'd toss out some ideas. A good secondary fire is essential to prevent it from being just a t
    19 KB (2,241 words) - 02:50, 24 August 2005
  • The function used to obtain the "hint" text that is displayed at the bottom ...up, "nRagInvInertia", default.MutPropsDisplayText[RAG_INV_INERTIA], 0, 0, "Text", "8;0:500");
    4 KB (395 words) - 23:11, 2 March 2006
  • ...of the [[Legacy:Project FAQ|Unreal Wiki]] site. That means anyone can add text or edit the material that is here. It's a collaborative environment, and ne ...stions. As well as opening the idea up for comment you are also giving up some ownership of the mod &ndash; someone else may write it before you.
    25 KB (3,301 words) - 05:22, 26 January 2008
  • ...in each side. (see picture) (and arg, if someone wants to rewrite my lousy text, please please do) ...gh a semisolid, but not a solid, for instance if your window points out to some lovely scenery, then you might want to stop the bots having to calculate an
    6 KB (1,132 words) - 13:17, 27 September 2013
  • ...uickly lift from the air and make steering impossible, and you'll run into some rock eventually and fly miles away. Of course, the steering problem could i '''Kaoh:''' I would like to add some info to the TorqueCurve info, first time so i hope I do it correctly ;).
    23 KB (3,911 words) - 15:13, 1 May 2006
  • ...e still be getting a few). I've been mostly playing Guild Wars (which for some reason since Factions came out I have been wanting to buy all of the Campai ...useful they would be for a round of team invasion, so I would have to make some sort of strategic signifigance for them as most DM maps aren't very big and
    95 KB (16,545 words) - 21:12, 24 April 2008
  • ...nctions in our HUD we should note what happens in each function as well as some other functions that are being used. ...ass uses two of the four passes and then uses three extra function to draw some of the HUD as well. But what is being drawn when it draws the HUD, what ar
    13 KB (2,042 words) - 09:24, 14 March 2006
  • | style="text-align: center" |'''Move''' | style="text-align: center" |'''Height'''
    9 KB (1,230 words) - 11:49, 15 May 2006
  • Some Playtesting Values ([[Legacy:UT|UT]]) | style="text-align: right" |1603 UU
    6 KB (754 words) - 11:48, 15 May 2006
  • ...shed by the attacking team, it is marked as complete. If time runs out or some critical event occurs, an objective will be marked as failed. As soon as an ; AttackerObjectives[8] (Any text):This is where you write the text that will appear whenever the objectives are visible to a player on the att
    20 KB (3,425 words) - 13:35, 28 July 2003
  • ...are many instances where you need to "tie" two or more actors together in some way. The [[Legacy:Unreal Engine|Unreal Engine]] does this by using tag prop ...ses, 'Event' or 'Tag' remember). Type in the name. You can then select the text and copy it if you like (CTRL-C).
    4 KB (634 words) - 07:37, 30 November 2003
  • ...k map is similar to a [[Legacy:CTF|CTF]] in that both teams have a base of some sort which contains a valuable target. The main difference is, of course th Weaker players may spend quite some time in jail. Some ideas to alleviate the boredom of hard time:
    16 KB (2,592 words) - 02:14, 3 November 2009
  • ...ns. While this is pretty standard for many languages, what may be weird to some is how you automatically define values (or instantiate) these variables ...the [[Legacy:Default Properties|default properties]] section. This defines some of the basic variables for the mutator. AdrenalineDecrease here is used in
    13 KB (2,054 words) - 17:39, 28 December 2004
  • ...' (NOTE: OPTIONS is represented by the shadowed square to the right of the text menu item) to open the Polygon Cylinder Options dialog. Enter the values sh
    3 KB (574 words) - 20:45, 30 November 2005
  • ...ooping=Continuous, and Playback Speed to Other, entering 1.25 in the Other text entry field on the right (this equals 24fps x 1.25 = 30fps, a de facto "sta | style="text-align: left" |FRAME NO.
    19 KB (2,723 words) - 01:31, 7 April 2006
  • ...lacement''' should be checked. Expand the '''2D Textures''' section (NOTE: Some Attribute/Node dialog sections described here may be already expanded when ...('n' is a number). Expand '''File Attributes''', find the '''Image Name''' text input field, click the folder-icon button at the right.
    2 KB (384 words) - 18:52, 18 May 2006
  • 100. A .upl file must be created for TinCanMan. This text file contains references to character specifications, and is necessary if t [[Image:Legacy_MCMT-27-TCManUPL.gif|center|FIG. 27 Example text for TinCanMan.upl]]
    8 KB (1,362 words) - 20:49, 30 November 2005
  • ...CE) opens in its own app window. On the right of the TCE, enter 2.0 in the text field next to the '''Scale''' button, then click Scale. Drag the corner of
    7 KB (1,186 words) - 06:16, 23 October 2003
  • ...n1 map has lousy flow&ndash;it's hard to climb that ramp, you get stuck on some trivial decoration&ndash;then it's not just a "lame bit" on your map, it's ...des are typically multi-level rooms with more than two entrances and maybe some goodie in the middle to tempt people.
    5 KB (896 words) - 16:11, 18 December 2005
  • ...e people that ask "How can I find a mesh or texture quickly?" or "Is there some kind of list of static meshes/textures I can look through?" ...worded, and all the thumbnails are done. The database will certainly need some refinement as people use it and make corrections/additions, but it's comple
    7 KB (1,173 words) - 19:11, 7 July 2007
  • The following is some example code of GUI support for a mutator that counts the hits taken and re // The function used to obtain the text that will be displayed within the
    16 KB (2,495 words) - 20:29, 30 March 2009
  • // Set the EditBoxes' text to our mutator's config variables' values Begin Object class=GUILabel Name=DialogText // A text label
    18 KB (2,774 words) - 10:40, 20 June 2004
  • {{ambox|text=Please post editing and coding questions in the [http://forums.beyondunreal ...of the major problems with my project. I have noticed that you have done some very significant work with the UnrealEd and I was wondering if you would ki
    2 KB (411 words) - 09:14, 6 February 2010
  • ...lt.RulesGroup, "MultiJumpCount", default.MultiJumpCountDisplayText, 0, 1, "Text"); ...lt.RulesGroup, "MultiJumpBoost", default.MultiJumpBoostDisplayText, 0, 1, "Text");
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  • | style="text-align: right" |54 UU | style="text-align: right" |315 UU
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  • ...uld thunder and shortly after produce lightning. The lightning would cause some fires where it struck. Wether or not it rains would be up to chance, and if ...renaming it to Mapper's Tools or something and putting them all in there. Some of these include an enhanced assault roundend trigger that fires off an eve
    3 KB (602 words) - 03:05, 11 September 2004
  • *Some kind of a cannon would be a good idea to protect spawning players too. ...o use an [[Legacy:AssaultRandomizer|AssaultRandomizer]]. This will require some playtesting because the level should be fully pathed and all objectives/ite
    9 KB (1,482 words) - 21:36, 4 January 2006
  • //DebugInfo = FString::Printf(TEXT("OutputBrake: %f EngineRPM: %f EngineTorque: %f"), OutputBrake, EngineRP //debugf( TEXT("DR:%f DP:%f"), DeltaRoll, DeltaPitch );
    64 KB (5,517 words) - 17:18, 19 May 2006
  • DebugInfo = FString::Printf(TEXT("OutputBrake: %f EngineRPM: %f EngineTorque: %f"), OutputBrake, EngineRP
    12 KB (1,646 words) - 16:10, 1 October 2004
  • # Rename to some better name, ie "UTXMP Editor" ==Some notes==
    8 KB (1,267 words) - 15:16, 12 June 2006
  • ; string ScrollingMessage : The scrolling text of the message. You can use any of the following [[Legacy:Message Placehold ; Timer( ) : Updates the message text and checks whether the message texture needs to be updated as well.
    3 KB (400 words) - 16:07, 14 March 2006
  • * Wookee (plus some extensions) ...ok at WookeeTree please? I never worked out how to get Wookee to parse the text in the tree items for link for example. Feel free to use WookeeTree in your
    4 KB (606 words) - 11:29, 6 July 2007
  • * Some duplication of classes would occur: we'd basically have two RecentChangesPa * RssPage and other output methods will need some way of knowing that it can't do a Diff page, for example. This will need to
    8 KB (1,270 words) - 07:19, 6 July 2005
  • and with some other modules use an SQL or XML database with # Subclasses must implement these in some appropriate manner.
    65 KB (7,455 words) - 00:12, 1 June 2007
  • ...es you have [[Legacy:UMake|UMake]] along with a basic [[Legacy:Text Editor|text editor]]. ...t to extend the original vehicle (ONSHoverBike) but if you are going to do some serious modification you are best subclassing the [[Legacy:Vehicle Class|ve
    7 KB (1,181 words) - 12:44, 22 January 2007
  • ...quin:''' Hey Mych. There's a few things to do with JB that we'd appreciate some pointers on. :) ...teresting and satisfying with a seasoning of occasional exasperation about some of the third-party software the resident Powers That Be force us to work wi
    6 KB (972 words) - 15:22, 14 December 2006
  • Note that the error messages listed below consist of the text that appears on the right-hand column of the Rebuild Error Dialogue, or in ...adjust the location of the nodes. If the problem is the second, just add some pathnodes in between.
    7 KB (1,257 words) - 00:47, 3 August 2007
  • ...'' link at the bottom of the page. This will load up a form containing the text of the page. Make additions or corrections and press '''Save'''. ...king the link will take you to the edit form for this new page. Write some text, press save, and the new page is created.<br />Please don't start new pages
    14 KB (2,469 words) - 14:24, 2 August 2007
  • | style="text-align: center" |[[Niaht/Developer Journal | style="text-align: center" |[[/Projects
    4 KB (742 words) - 09:47, 4 August 2003
  • | style="text-align: center" |[[Legacy:Niaht|Niaht]] | style="text-align: center" |[[Niaht/Developer Journal
    9 KB (1,471 words) - 22:48, 22 June 2002
  • | style="text-align: center" |[[Legacy:Niaht|Niaht]] | style="text-align: center" |[[Niaht/Developer Journal
    702 B (94 words) - 19:25, 2 June 2002
  • "Do you use abbreviations like "ne1", "nme", "u", "4" in written text outside IRC?" ...hy I should completely stop working on it just because I have UT 2003 now. Some people still play UT and search for new mods. It would be stupid to trash a
    5 KB (887 words) - 13:21, 16 December 2005
  • ...t if you can, you can try wine, Plex86 or (last resort) dual-boot. In this text I'll assume you have two machines, if you don't, make the necessary mental ...bly segfault if your UT binary is not built from [[Legacy:OpenUT|OpenUT]] (some variables are double in one version and float in the other, for example).
    2 KB (401 words) - 09:24, 11 January 2005
  • ...em as a batch in the error/warnings window or as individual by reading the Text property. ; string Text : This property holds the text of the note from the Level Designer.
    551 B (79 words) - 12:41, 2 September 2006
  • ...ded by subclasses, such as Texture (a texture map), TextBuffer (a chunk of text), and Class (which describes the class of other objects). There are some other important function declarations in the Object class:
    9 KB (1,105 words) - 06:29, 12 February 2008
  • ...de the Mesh (box for example), then it is anyway behind some planes and on some planes. (but it may not work on more complex Meshes) ...vex parts, just like a BSP tree does for a Map. This can even save the CPU some calculus, as an Object's part cannot collide with another Object's part if
    9 KB (1,510 words) - 09:04, 22 May 2006
  • ...ribes FVectors. It appears in the original Tim Sweeney code; an uncompiled text file. <br>
    14 KB (2,022 words) - 16:44, 14 February 2004
  • ...s helps understanding the expression a lot when you look at it again after some time: ; short-circuit : Some binary boolean operators only evaluate their right operand if the result of
    17 KB (2,400 words) - 21:10, 9 May 2016
  • ::Anyone can clear a page of text, but only wiki admins can delete a page entirely... that & the ability to e
    3 KB (509 words) - 07:56, 6 July 2002
  • | style="text-align: center" |'''Operator''' | style="text-align: center" |'''Meaning'''
    2 KB (365 words) - 08:20, 20 May 2002
  • ...e string value of lines written to the console during such time returned. (Some return only true or false instead of a string.) However, you could probrabl ...ses here too) it will return "Unrecognized Class" or a localized versioned text of that. However, his point was to check if the class is found, but propert
    5 KB (747 words) - 06:11, 11 April 2006
  • ...iles are very nice since they provide some very usefull features like full text search. Project and glossary files are easy to create. '''Mychaeel:''' For some reason several files that only differ in the capitalization of their file n
    12 KB (2,023 words) - 05:05, 4 June 2010
  • ...Legacy:Texture (UT)|Texture (UT)]] (a texture map), TextBuffer (a chunk of text), Class (which describes the class of other objects) or [[Legacy:Actor (UT) There are some other important function declarations in the Object class:
    6 KB (732 words) - 20:45, 10 February 2004
  • ...en some texture packages got cleaned up my map receives an error. It turns some surfaces NULL. No biggy, right? Wrong. After fixing those brushes I find th ...omes to release maps. :P I'll probably use this page has place to show off some of my Red Orchestra maps to the public.
    4 KB (817 words) - 03:52, 5 August 2003
  • ...up a full tutorial for particles, I thought I'd take a moment to describe some of the basics of particle generators in Unreal 2. Particle Salamanders and ...ave them rapidly fade in and slowly fade away. For this, we'll need to add some forces to our system. Click on the rotating particles name (RotatingParticl
    18 KB (3,066 words) - 14:18, 2 April 2005
  • * # Move all the text from the page to this new page.
    7 KB (691 words) - 18:52, 24 May 2007
  • ...the compiler, so they can also be used to temporarily 'disable' a line of text. The triple '/' is also used some in place of the double '/', in unrealscript however most of the useful sing
    2 KB (330 words) - 22:57, 6 May 2010
  • ...ame game as the source page, possibly including a package name in the link text.
    419 B (54 words) - 04:04, 5 May 2008
  • Type on specific main class page: (qualified type name as link text) Type on specific class subpage: (qualified type name as link text)
    899 B (122 words) - 04:11, 5 May 2008
  • Any UT200x class page should begin with the text: * # Move all the text from the page to this new page.
    10 KB (1,132 words) - 20:03, 22 January 2006
  • ...roup, "OvertimeCoreDrainPerSec", default.ONSPropsDisplayText[i++], 40, 1, "Text", "2;0:99");
    37 KB (3,624 words) - 06:21, 22 November 2007
  • ...sure these couple of suggestions I have are rather small compared to what some of you might want to recommend. I do believe we should keep expectations wi ...and its a waste of my time to try and organize forum posts into a coherent text. I didnt choose the wiki out of a hat, I chose it because its the best meth
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  • | style="text-align: center" |<code>----</code> | style="text-align: right" |24
    32 KB (4,503 words) - 03:19, 12 February 2008
  • ...he first occurrence of '''SplitStr''' and returns the remaining part of '''Text'''. If '''bOmitSplitStr''' is omitted or set to '''false''', the '''SplitSt
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  • ...at every now and then the bots will simply bounce vertically upwards. For some reason the bots do not always have the horizontal velocity components appli | style="text-align: center" |[[Legacy:SpecialEvent|SpecialEvent]]<br />[[Legacy:Trigger|
    7 KB (1,117 words) - 15:25, 16 November 2005
  • ...UI and therefore not editable. But you can cut the Actor, paste it into an text editor, delete that line with ''PrePivot'', copy that to clipboard and past
    3 KB (535 words) - 20:14, 7 January 2017
  • This document attempts to address some of those basic concepts. There are 4 basic areas to creating content for U When you write a script, you use text, such as
    18 KB (3,030 words) - 00:15, 6 January 2006
  • Some ideas for what the site could do in the future. Discuss & suggest. ...the project. Please add your comments and ideas. Feel free to re-factor my text, as at the moment it's written in Question-Answer form and probably shouldn
    4 KB (621 words) - 14:27, 28 April 2007
  • ...suggested on that list that they could be imported into the Wiki. There's some duplication & it might be an idea to refactor things into expositions rathe ...sign. With ut2003, all the "leetness" is reset, so it'll be a while before some great maps arise & become well-known enough. Another idea was to give sever
    39 KB (6,615 words) - 09:15, 18 January 2008
  • ...a search box at the top and bottom of every page on this site. Just enter some terms (separated by blanks) and hit Enter. The Wiki will show you the pages ...orm where the new page can be created. Once the page has been created, the text will become normal link. See also [[Legacy:Wiki FAQ|Wiki FAQ]] &ndash; Tarq
    8 KB (1,405 words) - 01:24, 9 January 2009
  • Some text to seperate them Link text: [[Legacy:Home Page|Home Page]]
    1 KB (184 words) - 14:49, 24 April 2003
  • ====Text ==== ...ad% : Address of upload page (make the link yourself eg <a href="%upload%">text</a>)
    2 KB (361 words) - 03:53, 17 June 2002
  • * the old text styles will be imported later ...with Opera 6; the light-blue background of the sidebar scrolls along (the text stays though), progressively hiding the sidebar, until it would be complete
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  • |style="text-align: right"|0 |style="text-align: right"|0x0
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  • ; Text :
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  • ...transferred or licensed.<br />Since AFAIK this server is in the US, while some writers are out of it, which law applies?<br />I don't want to put people o '''reconn''': I uploaded the [http://creativecommons.org Creative Commons] 'some rights' image (creative_commons-somerights). Thoughts? (er, on cc license
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  • .... &ndash; By the way, whoever found it appropriate to talk of "rbb" in the text above, would you mind explaining why you think that this won't make this tu
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  • | style="text-align: center" |'''Value''' | style="text-align: center" |'''Type'''
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  • | style="text-align: center" |'''offset''' | style="text-align: center" |'''Type'''
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  • ...which can be independently configured: the Status and the Award announcer. Some mods (e.g. Jailbreak) have their own announcer. There is a minor change to ..., create another subdirectory named ''Classes''. Then, open your favourite text editor and type this:
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  • ; string TauntAnimNames[8] (localized) : Text description of taunt anims ...rn a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk)
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  • | style="text-align: center" |'''Extension''' | style="text-align: center" |'''Description'''
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  • ...d map collectors countless times, that mappers and modders need to observe some conventions when naming their creations. This is most important in regard ...age or map, whether it is City, Urban, Forest, or any other generic name. Some people have tried to combine packages with the same name but different cont
    12 KB (2,050 words) - 16:12, 18 August 2007
  • ...) will I start looking for some help. I admin that I will definately need some help due to the fact that I can't draw. I am doing a '''Total Conversion'' ...ever completed because I will be rewriting some of the classes that affect some actors I need in the map. So when I get all the coding done I'm going to e
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  • event ReceivedText(string Text) Buffer = Buffer $ Text;
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  • ..., program, feature, mutator or whatever, generally a '''''thing''''' takes some time to do, a fair amount of effort, and a good amount of dedication to com ...e ''going to make a really good game'' when its obvious they couldn't make text appear.
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  • native function CopyToClipboard( string Text ); ...'ll do the third person view and first person view functions. Might spend some time figuring out which events a player controller actually does recieve be
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  • ...dering as to why it was gone, because it was referenced a few times in the text above. All fixed now, though.
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  • OK, so far you've got a box with some light. You're almost there!. This page covers the final step: placing a [[L ...tory listing. This is the [[Legacy:Class Tree|Class tree]]. (You can see a text representation of it on the [[Legacy:Actor Class Hierarchy|Actor Class Hier
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  • Proton is a [[Legacy:Text Editor|text editor]] with syntax-highlighting support for 30 different languages. For
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  • Copy and paste the text below to a file, name it <code>UnrealScript.sch</code> (or something) and p
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  • string $SMName = `textFieldGrp -q -text createUTSetMesh`; string $PackName = `textFieldGrp -q -text createUTSetPackage`;
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  • ...'re familiar with Photoshop LE, etc. you're probably thinking that this is some kind of stripped down light version of Maya. Actually it is the complete ve OK, ready to get your feet wet with some hardcore coding?
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  • Go open up your favorite text editor and create a new file called SuperPack.int (or whatever your package But our Mutator won't do anything right now. We need to give it some functions so that it'll do something when we play. There are different func
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  • ...tributes configurable via the GUI. In order to do this we can make use of some new functions added in UT2004. The function's are shown below: ...nVol", class'PowerCoreVolumeControl'.default.GIPropsDisplayText[0], 0, 0, "Text", "8;0.0:1.5" );
    14 KB (2,039 words) - 11:36, 7 September 2004
  • ...t from 3dsmax to the game. You have come to the right place. Let's go over some basics first: More then likely you noticed that not all of your vertexes are moving, or some are moving that you don't want to move. This is where the process can get l
    10 KB (1,724 words) - 07:35, 7 February 2007
  • ...n open when shot or when a player approaches it. The door will close after some time if no player is near it anymore. ...[[Legacy:ScriptedTrigger|ScriptedTrigger]] (1) that closes the door after some time when no player is nearby
    11 KB (1,577 words) - 04:53, 26 August 2006
  • ...sses that allow you to quickly and easily apply syntax highlighting to any text and display the output in HTML. It is used in many places, including phpBB, You can find some more info '''[http://pospi.spadgos.com/projects/uscriptSHi/ here]''', see i
    14 KB (1,391 words) - 02:31, 24 May 2007
  • ...ur panners on the far right cause the texture samples to move, I have used some values that are aound 0.025 on one axis, and 0.125 on the other, making sur | colspan="3" style="text-align: center" |
    5 KB (906 words) - 08:56, 22 February 2008
  • ...uin:''' I don't understand what this is trying to show, or why there is no text on that page, only script. Secondly, in your script comments there are a nu ...ngs ... this gives me an idea :cheesy: ) this code is trying to give newbs some code that they can mess around with and understand. The very first step peo
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  • | style="text-align: right" |130 | style="text-align: right" |50
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  • ==Displaying Rotated Text on a Canvas == ...ng text and textures, but unfortunately there is no way to ''rotate'' this text or those textures when they're rendered on the Canvas. Occasionally such a
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  • ...' inkless@inkless.com is an abandoned email now. I've occasionally gotten some emails since I put up the auto-responder on it like this one: "Hey man, chi ...anonmynity when it comes to my email address, and I try be sure you aren't some soulless evil bastard before I give it out. Why do I ask for yours? I don
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  • ...it compared to converting from nurbs to mesh (command = mesh). I kept the text so someone could verify my findings. * Grid scale is custom. See grid text above.
    7 KB (1,203 words) - 16:48, 24 December 2005
  • Why should we do this? It makes text easier to read. It makes it easier to find information. People who read the ...ry:Legacy To Do]]. If you have a moment to spare, you might like to tackle some of these.
    53 members (0 subcategories, 0 files) - 16:10, 23 November 2005
  • * You've made a simple text mutator: [[Legacy:UnrealScript Hello World|UnrealScript Hello World]] While some editors don't require you to do this by hand, it's so easy it seems silly n
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  • ...eople not LOOK at what happens after you have posted? Please reformat your text, it is currently unreadable. '''Solid Snake:''' Great, I just did some syntax fixes. When I whack in my own reloading code, I'll post it here as w
    11 KB (1,555 words) - 10:29, 24 August 2006
  • * It can be fun to only hint at some features, encouraging people to keep checking back for more info, and then There are quite some free installer generators available. Here's a short list of ''free'' instal
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  • I hope to contribute by doing some tutorials as and when I acheive something. Hopefully I can give the point o ...surface area (ratio) of nano particle is greater than that of the bulk so, some metals (those with a lower surface energy) prefer to be located on the surf
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  • ...eplacing "<code>Mur</code><code>phy</code>" with "<code> </code>" for some reason. ...wrote an incorrect number of apostrophes. ;) Eight of them start bold/red text and immediately end it again. This might get around Graphik's de-Murphy-ize
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  • ...ting(default.RulesGroup, "RespawnDelay", "Respawn Delay Duration:", 0, 1, "Text", "10.0;1.0:20.0");
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  • Here are some of Tarquin's thoughts of how to painlessly make a map diagram for a screen ...th clear edges, such as an arch to check panning, and apply something with text to check orientation.
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  • * Text, formatted in basic HTML, including texture images. '''TikaKino:''' Would you mind if I tried to port some of this over to 2k3 myself? It'd be a kinda useful thing to have around.
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  • I don't claim to know or understand the inner workings of UnrealEd. Some of what is presented here is based on observation of UnrealEd's behaviour a A simple brush in UEd is basically a polyhedron of some sort, which need not necessarily be convex. Other types of brush are sheet
    18 KB (2,926 words) - 20:22, 22 January 2006
  • ...is a similar distinction. Both functions and operators are represented by some sort of symbol or group of symbols, but operator's parameters are either si | style="text-align: right" |12
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  • ; ScrollingMessage : Text template that is displayed on the texture. The following [[Legacy:Message P ...ty is necessary and the ScrollingMessageTexture doesn't just determine the text width automatically is unknown.)
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  • # You should see the title of the song appear in the text area.
    3 KB (512 words) - 15:46, 17 December 2005
  • ...pt class. Provides means to write [http://www.unicode.org Unicode]-encoded text to (log-)files. Apart from writing to fixed .ini files, this class is Unrea
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  • ...point. I'd like to collect some ideas for how we should use subtopics in some of the more obvious categories, such as Class Definitions and Tutorials.</i ...are reference-style pages, and they can be seamlessly linked in continous text. From what I've seen of developped Wikis, there's not so much a page hierar
    2 KB (413 words) - 17:05, 2 May 2002
  • ...higher [[Legacy:Polycount|polycount]] than the previous [[Legacy:UT|UT]]. Some mappers use these almost entirely after simple subtractive brushes. The [[L ...r map from UT2003 to UT2004, you might encounter spaces where you stick on some of the static meshes if you rotated/scaled them. Try anything you can to fi
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  • Some class properties hold a reference to a resource: instead of just holding a # Click on the button. The field should now fill with text.
    2 KB (403 words) - 21:38, 23 December 2005
  • ...nt StartX, int StartY, coerce string Text, Font Font, Color Color) : Draws text in the given font and color at the given position. ...Font Font, out int Width, out int Height) : Returns the size of the given text in the given font in the out parameters Width and Height.
    6 KB (813 words) - 13:09, 26 September 2006
  • ...Within this field, you can use the mouse to position the cursor or select text. The usual Cut, Copy, Pasty keyboard shortcuts work within the text edit fields. You can copy values between properties, and between actors. Th
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  • ; DrawText (float X, float Y, string Text, Font Font) : Draws text in the given font at the given position. Unlike DrawColoredText, this meth ...edText (float X, float Y, string Text, Font Font, color FontColor) : Draws text in the given color. All pixels in characters that aren't entirely transpar
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  • | style="text-align: center" |No | style="text-align: center" |'''Yes'''
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  • ...east 1000 UU in radius, solid and not hollow. I would very much appreciate some help here, thx! ...and save the map as a .t3d file. Open that file in Notepad (or some other text editor), and copy and paste the contents like this:
    4 KB (673 words) - 13:18, 1 January 2006
  • ...there are many different ways in which to write your code and compile it. Some are downright bats, but in most cases it's horses for courses. ===Text editor + UCC + UnCodeX===
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  • | colspan="3" style="text-align: center" | | style="text-align: center" |'''Species'''
    4 KB (449 words) - 20:24, 30 November 2005
  • ...rd ([[Legacy:Canvas|Canvas]] Canvas) : Configures the size of the menu and text to the correct size for the number of players that are currently in game an
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  • ...awful lot like UnrealScript. That process has actually already begun, with some assistance from Tim Sweeney in the form of the source code to the UnrealScr ...e his source code, so the fact that I can refer to that should give people some confidence that my compiler will do the right thing. I just can't say "It's
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  • | style="text-align: center" |'''SecType | style="text-align: center" |'''Param1
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  • ...worked on with majority of the work being done for the windows interface. Some new things I am playing with is a mouse gestured system where you use the m ...s interesting and different is the fun bit. However with games, you've got some of that but that is so little compared to the mindless content code crap th
    28 KB (5,270 words) - 18:03, 4 February 2007
  • ...t Left, float Top, float Width, float Height, GUI.eTextAlign Align, string Text, Font Font ): ...t Left, float Top, float Width, float Height, GUI.eTextAlign Align, string Text, Font Font ):
    6 KB (603 words) - 04:22, 17 May 2008
  • ...float Left, float Top, float Width, float Height, eTextAlign Align, string Text, eFontScale FontScale ):
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  • ; string Text : ; bool PostModifyText(string Text ):
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  • ...set of UI Kismet functions allow you to do most things, however, there are some which require a bit more scripting. ...al, I mean that the basic buttons work and link to something. I also added some other small minor details ... but from here I am sure other people will get
    19 KB (3,347 words) - 10:53, 26 April 2010
  • ...re changed on the fly to make objects appear that they are moving or doing some action. With the advent of Quake you had animating models, which were tween ...and you could do other neat thing outside the 3D Editor (such as 3DSMax). Some such things we take for granted is bone blending (Which can help us do thin
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  • ...(A very annoying thing that occurs in both BF games and Onslaught). While some people would call that strategy, its just more frustrating than it is 'fun' ...by the mapper, they are able to use constants or interpolate depending on some factors, such as distance from the object.
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  • ...implements the [http://www.microsoft.com/speech/ Microsoft Speech API] for text to voice and speech recognition. (Windows 32bit only) This is the most important element. It defined a text to be recognised in order to follow the rest of the path. It can either be
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  • ...:Text Editor|text editor]] confuses the syntax highlighter, and the pasted text may appear black on black. Double-click the class name in the list on the l
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  • ...e ("What did this look like last Friday?"). If problems are discovered at some late date, it is easy to backtrack in time to find out exactly when and whe ...ry (there are limitations to this. In particular, it only really works on text-based files). If Subversion can't figure out how to automatically merge ch
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  • ...the directions here will also apply to other cases, but you may need to do some tweaking. ...e either one, but the Native Filesystem form is potentially faster, and in some cases easier to work with. Note: Do ''not'' use a Berkeley DB repository i
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  • ...t> program with appropriate arguments in your Startup folder, but this has some drawbacks: ..., <tt>C:\Subversion\UT_work\conf\svnserve.conf</tt>). Open this file in a text editor.
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  • | style="text-align: center" |'''Game''' | style="text-align: center" |'''Requirements'''
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  • Maybe this is too much code; and it could probably use more other text, but I thought i'd put it up this way and see how it looks . . . for some reason doing it this way disassociates the actors created
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  • ...gacy stuff to link to it under the new namespace. This article/tutorial is some what specific to UT2004 and UE2.5, Im not sure how many other games allow t .... Stuff like that I would like to see done instead of just having walls of text, it just goes to readability I think. Cool -[[User:OlympusMons|OlympusMons]
    7 KB (1,202 words) - 18:43, 28 April 2008
  • ...anchor "Usage" on page "Template:Infobox class" (this namespace!) with the text "Class Infobox":
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  • | text = '''This is an auto-generated page and may need human attention.'''<br/>''
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  • ...MessageTextureClient|MessageTextureClient]] actor lets you set the display text and other properties of the scrolling scoreboard. ...ke sure you change it from black and increase the alpha (A), otherwise the text won't show up on the black background.
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  • ...OURPACKAGENAME.dll. Delete everything listed in the Object/library modules text field, then add core.lib and engine.lib . If you're using other classes (li
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  • DLL_EXPORT TCHAR GPackage[] = TEXT("HCSQLIB"); // do some cleanup
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  • The '''T3D file format''' or '''Unreal Text File''' holds a text list of Unreal map objects. An entire map can be saved as this file format, Copying objects from UnrealEd and pasting into a text editor produces the same format.
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  • Due to some new commitments I am soon taking on, I will not have as much time to devote ...o is patch the script so newbies can NOT save a page with the "blank page" text. This is the most frequent reason for me deleting pages.
    29 KB (5,037 words) - 13:58, 31 October 2006
  • ...me things I didn't get round to finishing or fully implementing &ndash; so some parameters will have no effect. I'm happy for other people to work on the c ; Do these tools work with Rune / DeusEx / some other Unreal engine game? : The brushbuilder plug-ins only work with Unreal
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  • ...list only textures (big change from [[Legacy:UnrealEd 2|UnrealEd 2]]). The text below each item shows:
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  • ...SPACE}}:{{BASEPAGENAME}}/Feature Matrix]] for a direct comparison of those text editors' features. * [[Legacy:ConTEXT|ConTEXT]] &ndash; Free full featured text editor.
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  • <br>Nice place. I'll be adding some info here now and then ;) ::''The Alien'': Phew! This Wiki markup is some hard stuff! =\ I'll learn it eventually though. / me heads to the sandbox t
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  • * Text scripts which you have to paste into a map yourself (see [[Legacy:Create A ...A [[Legacy:Teleporter|Teleporter]] that automatically disables itself for some time after a player came through.
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  • * text to process * perl script to exectute on the text
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  • '''Dirk Fist:''' Actually the way most text books treat trigonometry, vectors, and matrices is in my opinion needlessly '''Foxpaw:''' I'd agree with that, to some extent. I believe that those concepts are expressed the way they are so tha
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  • ...ver, give you an entirely new password if you send me one (either in plain text or encrypted with "crypt", for instance via <code>perl -e"print crypt 'mypa ...mandline would also be nice. I just don't want to put my password in plain text.
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  • ...been released, but not the very latest). I'm hoping to get my data back at some point. Watch this space. Due to some new commitments I am soon taking on, I will not have as much time to devote
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  • ...ator|Translator]] in his/her inventory, the TranslatorEvent will beep with some sound, and that player's Translator will recieve the content of the Transla ...ommon to most types of [[Legacy:Triggers (UT)|Triggers (UT)]] that perform some action when they are touched. This just means that once the ''TranslatorEve
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  • When a Trigger is touched by a valid object, usually a Player or some other type of [[Legacy:Pawn|Pawn]], it causes a certain event to be initiat ...the player receive a [[Legacy:LocalMessage|LocalMessage]] containing your text. They could all be stored in MyLevel to eliminate the need for an additiona
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  • ...torEvent : [[Legacy:TranslatorEvent|TranslatorEvent]] is used to contain a text message that is readable by any player carrying a Translator in his invento '''Kamahl:''' Agreed. I spend ages sorting through junk to find some "outdated" infomation.
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  • ...ce code to a binary executable program, that will run on Windows, Unix, or some operating system. ; [[Legacy:DXT|DXT]] : some sort of [[Legacy:Texture Compression|texture compression]] mojo. See [[Lega
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  • ; int ReadText(out string Str) : Reads pending data as a text string. The ''InLineMode'' is ignored. Returns actual number of bytes read, ...uncated prematurely if a null byte was received. In that case all buffered text following the null byte is lost.
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  • ...mmonly-known mIRC command that fills in a person's name, depending on what text they enter (when you press the TAB key).
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  • '''Dush:''' found another mirror with google (some clan site, but I don't know them) http://www.members.shaw.ca/marsclan2k3/ma '''SuperApe:''' Copied text from Fordy's site for main description. Perhaps this page should be rename
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  • '''Ars-Magna:''' Any special reason why the above text is stated twice? It's confusing, especially to n00bs like me. Can I delete
    4 KB (615 words) - 02:22, 8 February 2008
  • ...ing None can have unpredictable effects, so it should be avoided by adding some extra code: If for some reason you need to typecast your custom controller also, you can use this:
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  • Textpad is a great [[Legacy:Text Editor|text editor]] for [[Legacy:UnrealScript|UnrealScript]].
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  • * [[Legacy:RotatedText|RotatedText]] &ndash; Rotating text on a HUD in UT.
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  • ...Message &ndash; When you pick up a weapon in the game, this is the line of text that flashes onscreen for a moment.
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  • ...nput string in to tokens. It's very usefull when you need to do parsing of text.
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  • ...[[Legacy:UMake|uMake]] together. [[Legacy:TextPad|TextPad]] is a generic text editor with customizable coloring support and [[Legacy:UMake|uMake]] is a s ...comes with several programs of it's own. Alternatives are created because some folks don't like how the supplied applications work. UnrealEd 3.0 is suppl
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  • '''This is going to make some people angry that I'm posting this. This is category rant. This is my opi ...empt to understand it. As Mychaeel said there's a few funny bits in it.) Some claim that because you can't effectively protect it that Epic meant for it
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  • ...here. Most of you have been working with some variety of Unreal for quite some time; others work in mapping (something I know next to nothing about) or it ...ture unorganized and open to editing. Both of these things irritate me to some extent - compare my journal and it's neat breakdown to the rest of the Wiki
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  • ...ed a number. This number corresponds to their color, and is used inside of some gametypes to do things like [[Legacy:Bot Support|Bot Support]], with settin | style="text-align: center" |'''Number'''
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  • ..." to a Python format string in an exec block. Here's a quick sample, from some of the code I'm actually using this with (cut down a little bit): ...to add a new control at the bottom of the dialog, for example, I can make some new constants to define its location, and change gridh, then rerun template
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  • | style="text-align: center" |'''Texture Pack''' | style="text-align: center" |'''Theme and type (ex. gothic, water surfaces)'''
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  • * [[Legacy:Using The Console|Using the Console]] &ndash; Getting Some Additional Functionality by Using the Console. '''OlympusMons:''' Ok there seems to be some stuff on this page under the dynamics heading which isnt dynamics Ive added
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  • ...e towers would also have bridges between them across the bailey as well as some running parallel with the walls only at a higher level. ...w big the castle should be. I went back to paper and pencil and worked out some crucial dimensions of elements such as walls, doors, towers etc. I wanted t
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  • | style="text-align: center" |'''[[Legacy:ConTEXT|ConTEXT]]''' | style="text-align: center" |'''[[Legacy:JEdit|jEdit]]'''
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  • | style="text-align: center" |'''Texture Pack''' | style="text-align: center" |'''Theme and type (ex. gothic, water surfaces)'''
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  • // Description : some string functions simulated static final function StrReplace(out string Text, string OldString, string NewString)
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  • A Trail emitter is used when creating some sort of effect that 'follows' a specific object as it moves. The way the ef ...be trailed has to be defined when the particle is created. The rest of the text on this page refers to TrailEmitters in UT2004 and later builds.
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  • Hi. You've been sent here because your edits have mangled existing text in a wiki page. We know that this was not intentional, but please read the * Don't paste in text from Microsoft Word.
    2 members (0 subcategories, 0 files) - 07:34, 7 February 2007
  • ;Custom Logomessage:You can show 4 lines of custom defined text for 10 seconds upon players entering the server.
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  • | style="text-align: center" |'''SDK Version''' | style="text-align: center" |'''Date'''
    2 KB (221 words) - 19:32, 9 September 2004
  • ...anslator") is an inventory item from the classic Unreal game that acquires text messages from the environment. These messages are placed in the maps by us
    2 KB (231 words) - 02:24, 8 February 2008
  • ...Texture (UT3)|ScriptedTexture (UT3)]] was added to allow drawing arbitrary text and textures to another texture, like it was possible in previous engine ge
    3 KB (369 words) - 09:43, 9 February 2008
  • ...main functionality is being a stand-alone Unreal classes browser with full-text search capabilities (something UnrealEd's built-in actor browser lacks). I
    878 B (120 words) - 22:41, 15 October 2006
  • ...es differs from the defaults for that class, copy it and then paste into a text editor. Only the properties that are different to the defaults are listed. Some advanced UEd functions can be accessed only by using [[Legacy:UnrealEd Cons
    11 KB (1,740 words) - 11:49, 20 March 2009
  • ...cripting in-game content for the [[Legacy:UnrealEngine|UnrealEngine]]. In some ways it looks and acts like Sun's Java(tm) language. The core of the unrea ...Reference/ UDN's UnrealScript Reference] (Unreal Developer Network &ndash; some features don't work on builds before 600)
    14 KB (1,963 words) - 16:52, 29 April 2010
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Here are some examples of calling specifiers:
    11 KB (1,856 words) - 12:17, 11 January 2012
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i
    10 KB (1,567 words) - 15:47, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ; Name to String : Converts the name to the text equivalant.
    7 KB (1,144 words) - 15:40, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Some UnrealScript functions are called by the engine whenever certain events occ
    13 KB (2,111 words) - 18:31, 11 March 2007
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ...functions are called by the Unreal engine itself (such as BeginPlay), and some functions are called from other script code elsewhere (such as Trigger).
    17 KB (2,490 words) - 16:20, 30 July 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i | style="text-align: center" |'''Operator'''
    8 KB (1,173 words) - 19:58, 12 February 2012
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i '''For''' loops let you cycle through a loop as long as some condition is met. For example:
    7 KB (969 words) - 15:40, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ...function exists somewhere in that state (either in the actor?s class or in some parent class), the most-derived state version of the function is called.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Here are some examples of instance variable declarations in UnrealScript:
    15 KB (2,397 words) - 15:40, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i
    3 KB (359 words) - 09:39, 24 May 2003
  • If you really want to know open the thing in your favourite text editor and have a browse. ...have ever wondered why your friends have to spend ten minutes downloading some mod before joining your server even when your are playing a default UT game
    11 KB (1,669 words) - 18:53, 30 December 2005
  • ; Color FrameActiveTitleColor : Color used for the title bar text of the active window. ; Color FrameInactiveTitleColor : Color used for the title bar text of inactive windows.
    9 KB (1,059 words) - 15:39, 24 October 2003
  • ...int InStrAfter(string Text, string Match, int Pos) : Searches for Match in Text starting at character position Pos. ; static function [[Legacy:Object|Object]] BuildObjectWithProperties(string Text) : This will create an object of the class you want, with properties set yo
    3 KB (378 words) - 03:00, 12 May 2003

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