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  • ...ng changed to reflect the team of the point's new controller. However, it's this last set of statements that doesn't work, because the ControlPoint is
    2 KB (400 words) - 14:50, 20 January 2006
  • ...ptedTrigger|ScriptedTrigger]] with [[Legacy:ScriptedAction|ScriptedAction]]s instead. * the secret door in UT's DM-Codex
    3 KB (366 words) - 17:41, 28 December 2005
  • * Don't try to select a surface's underlying brush with SHIFT+Left-Click if the brush has been deleted (see [ * Don't duplicate a brush that's smaller than the current grid size, or equal and off-grid.
    18 KB (3,042 words) - 14:46, 21 February 2016
  • The ''New'' keyword is used to create new [[Legacy:Object|object]]s which are not a subclass of [[Legacy:Actor|Actor]]. ...eywords]] rather than a function, there is no definition for New, but here's what it would look like if there were:
    14 KB (2,234 words) - 17:13, 21 December 2012
  • Due to the lack of any color operators, let's make a few: // Remember that averaging operator we just used? Now it's suddenly useful, so I've copied it into here
    3 KB (436 words) - 12:37, 15 March 2004
  • ...''' Wow that's amazing. NOT! I have a Turret for UT, that follows the user's view rotation. I tried attaching another mover to it (why I did is not impo
    1 KB (158 words) - 11:04, 9 February 2008
  • ...e set in the [[Legacy:UnrealTournament.Ini|UnrealTournament.ini]] file. It's not clear to me whether you can (or should) reliably override the bNoMonste
    2 KB (324 words) - 21:34, 25 December 2006
  • |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als
    6 KB (1,023 words) - 09:58, 31 May 2016
  • ...all it does in a map is walk around, graze, and look cute. However, that's usually enough for SinglePlayer mappers to use them in their maps. They're
    1 KB (208 words) - 13:21, 10 February 2006
  • ...translucent">Translucent</span>: The brightness of the color determines it's opacity. i.e. ...Alpha Channel|alpha channel]] to determine the translucency of the texture's pixels.
    4 KB (642 words) - 17:11, 12 August 2016
  • The Unreal world is of course is three-dimensional, but let's imagine something simpler. Suppose you have a big sheet of rolled-out dough ...rsor, press the add button. Your small cubic space has just vanished. It's been filled with stuff by the addition you just did.
    4 KB (773 words) - 09:06, 15 October 2003
  • * Fordy's Pack: http://www.planetunreal.com/fordy/uedbuttons.htm
    2 KB (259 words) - 20:24, 28 December 2005
  • ...r, knowing the password as well, can then validate the data and the client's authenticity by calculating the same checksum itself and comparing it to th ...ted algorithm would have the server send the client a challenge first that's also digested by the checksum algorithm. That way the server could be sure
    5 KB (603 words) - 02:13, 5 February 2006
  • The Unreal Wiki's scripts and styles are maintained in a CVS repository. See [[:{{SUBJECTSPA CVS keeps track of all changes and allows users to view every file's ''history'' (the list of log entries associated with a file) and any prior
    6 KB (1,054 words) - 16:05, 28 March 2006
  • ...ike to have access to this repository (with a short explanation why, if it's not evident). ...e TCP/IP compression'' to have the data transparently compressed before it's sent to or received from the CVS server. If you have a really fast connect
    8 KB (1,364 words) - 16:39, 9 January 2003
  • '''Get yourself a decent text editor.''' Notepad rarely crashes, but that's about the only thing to be said in its favor. A decent [[Legacy:Text Edito ...probably the most efficient way to implement a document search from a user's point of view.
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...Legacy:Create A Static Mesh|Create a static mesh]] that has your new mover's desired shape, or find an existing one that suits your needs Your mover is now placed in your map. But it's not going to do anything yet. There are two more things to do: tell your mo
    2 KB (348 words) - 20:07, 28 December 2005
  • ...urse, are no different. Unfortunately, [[Legacy:UnrealScript|UnrealScript]]s file system functions are somewhat limited. There are no file streams or ot ...that is a config variable, and you change it's value in the .Ini file, it's default value for that string will have updated when that class' package is
    7 KB (1,264 words) - 20:25, 2 April 2016
  • ...t of the site is in Wiki shorthand, I think at the very least the beginner's tutorial should be in straightforward language. Once they have grasped the ...t drag your mouse around in the window. The view rotates around the camera's center.
    8 KB (1,398 words) - 18:19, 31 January 2005
  • * I miss one big feature in Tarquin's torus brushbuilder, the ability to build tesselated torus! : ''Builds Slices of a sphere like tarquin's cylinder builder''
    1 KB (217 words) - 16:24, 18 August 2007
  • ...aces further up in the file or missing declarations in a superclass (if it's part of your code). The Wiki recommends the [[Legacy:UMake|UMake]] compilin ...is there because the usual way to access the class varaible is blocked. It's easier to find the problem with this warning when you access the obscuring
    41 KB (6,822 words) - 16:58, 29 April 2010
  • '''Mychaeel:''' ...or find a mod team that's interested in your skills. Unfortunately modellers without coding skills i
    803 B (124 words) - 09:26, 11 January 2005
  • ...'s just to the other side of a room. If we're going to have a grapple, it's only right that we have the bots use it in the same *intelligent* manner it If it's the latter, then we might have to go the route of tweaking the bot controll
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...ng, it needs to be tileable (all of it's edges need to be able to touch it's opposite edge and blend nicely). If a texture isn't tileable it will look a ...ped tutorial in HTML format about making textures (by monsto). Because he's short on time at the moment he asks that somebody put it on the Wiki: http
    4 KB (686 words) - 00:55, 18 July 2006
  • ...|CreatureCarcass]] (Contains whole bodies of [[Legacy:Pawn (UT)|Pawn (UT)]]s from Unreal. These can be mutilated into [[Legacy:CreatureChunks|CreatureC ...s, tails, arms, legs, and guts from Unreal's [[Legacy:Pawn (UT)|Pawn (UT)]]s.
    1 KB (135 words) - 21:09, 13 January 2005
  • Some pages have branches of the tree where it's useful to have an overview of all the subclasses. E.g. [[Legacy:Material|Ma
    3 KB (394 words) - 03:02, 23 January 2007
  • * It's generally better to use the Rotation property of the controller than either Here's a quick run down of some of the things I did while working out how it all w
    8 KB (1,242 words) - 00:02, 18 September 2006
  • ...lEd 2|UnrealEd 2]]. Whether they are actually required or not &ndash; that's another question: watch this space! :D
    938 B (140 words) - 19:05, 17 December 2005
  • Welcome on Claw's personal pimpage. ...m not the only one with the problem of Uni and UT2003 coming out... :) It's great on productivity, no? :D
    2 KB (282 words) - 14:21, 8 August 2003
  • ...g as a novice modder was in any way interesting to anyone but myself. that's changed a bit lately. ...as anything more than a random neural fart in some Z80 or 6502 codejockey's mildly chemicalized greymatter.
    4 KB (657 words) - 12:30, 23 April 2004
  • The shape that we have created doesn't look like much. It's simply a red wireframe box. In order to create a room in our solid univers *# Use the ''Ctrl-S'' keyboard shortcut
    7 KB (1,253 words) - 09:21, 25 March 2008
  • ====That's It ==== At this point it's worth saving the map again. Use the ''File -> Save'' to save the level ove
    7 KB (1,183 words) - 03:46, 12 August 2003
  • * In one of the side views move the light you just added down so that it's around 196 units (1.5 big squares) below the ceiling. You can do this by c ...e second light you added, and below that the first light you added. There's a picture below.
    8 KB (1,356 words) - 09:22, 25 March 2008
  • ...ed. This is the direction that the players will face when they spawn. It's well worth rotating the player start points so that they face away from wal ====That's It ====
    3 KB (461 words) - 09:23, 25 March 2008
  • '''ProjectX:''' He's right you know, and anyway, enjoy the page, it's not used for much :)
    889 B (147 words) - 14:11, 10 October 2002
  • [[Image:Legacy_spline_pipe_2.jpeg|center|See all those X's? We're about to play connect the dots between them]]
    5 KB (868 words) - 08:44, 11 October 2002
  • ...pping on and drag the small circle's vert to the top of the largest circle's vert. If done correctly they will snap and line up exactly(''Cut endpoint s ...exactly like. You can change the shape by moving the handles on the circle's verts. Play around with them and you will get the shape you want. Mine turn
    8 KB (1,464 words) - 00:16, 1 December 2004
  • ...This method has limitations, but is suitable in certain circumstances. It's particularly useful for adding custom actors to a map, as the new class can ...the code you entered), you'll get a "Success" message in the editor window's status line (you might have to move the window up a bit to see it). You can
    5 KB (754 words) - 15:16, 11 April 2006
  • ...uilt on Mychaeel's Wookee Playground perl script. Any mistakes are tarquin's fault :D.'' Obviously, my split on /\n/ was too simple. Here's work in progress on an atomiser:
    10 KB (1,534 words) - 23:59, 4 January 2006
  • ...on]] that will run clientside and locate the 'local' playercontroller. Let's use <code>[[Legacy:Tick|Tick]]</code>. ...eraction|Interaction]] to the [[Legacy:PlayerController|PlayerController]]'s InteractionMaster.
    11 KB (1,595 words) - 22:43, 29 April 2021
  • ...oller]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You only need to add a small amount of code, and a variable. .. and that's it.
    4 KB (545 words) - 00:17, 1 December 2004
  • '''Andrew:''' Neither of these seem to work for online play. It's because the Player hasn't been assigned to the
    2 KB (221 words) - 16:53, 25 January 2004
  • ; Filenames : The filenames it produces match existing ones (Epic's packages, or custom created). Therefore we can assume it uses data from th
    1 KB (196 words) - 19:16, 10 August 2004
  • ...he challenge of doing bad stuff to the Wiki, and for the few that don't it's very much easier to revert unwanted additions than to add them in the first
    2 KB (352 words) - 09:41, 4 August 2003
  • Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both fla ...:TeamCannon|TeamCannon]] and other [[Legacy:StationaryPawn|StationaryPawn]]s.
    2 KB (232 words) - 13:56, 22 May 2004
  • ...acy:Texture (UT)|texture]]s and [[Legacy:Mesh|mesh]]es on the local player's screen. Canvas objects are passed to various events and functions in the fo ...utomatically when this actor is the local [[Legacy:PlayerPawn|PlayerPawn]]'s ViewTarget.
    8 KB (1,317 words) - 19:38, 4 November 2015
  • ; bool InvertMask : ''Inverts the mask's alpha channel?'' ;AO_Use_Mask : Use the mask material's alpha channel as the new alpha channel.
    3 KB (415 words) - 09:30, 28 October 2004
  • Slap a lense flare on it with a random intensity. Here's mine: ...e everything right, you should now end up with 6 [[Legacy:Texture|texture]]s, 1 CubeMap, and 1 [[Legacy:TexEnvMap|TexEnvMap]]:
    3 KB (458 words) - 05:18, 16 December 2009
  • Is my GameName which is a take on the old programmer's game by the name of [http://corewar.co.uk/ COREWARS]. ...ame is Jaime and it is pronouced hime, the "me" as in mention or meadow.It's spanish,just call me jamie.
    2 KB (281 words) - 05:51, 8 September 2007
  • ...Visit his page @ http://www.speakerprojects.com/index.html and tell him he's sexy. ...d out on the hud. I'm not going to go into the fades right now since that's a whole monster to itself. What I'm going to focus on is how to link a con
    10 KB (1,368 words) - 11:01, 18 November 2007
  • ...nt. The only time it is ever called is in [[Legacy:Controller|Controller]]'s '''''PreBeginPlay()''''' event. To offer further evidence, '''''RemoveContr Usually invoked by [[Legacy:Pawn|Pawn]]s in the '''''Dying''''' state.
    13 KB (1,700 words) - 09:30, 28 March 2007
  • ...his actor's position is unimportant (but for the sake of mapper sanity, it's helpful to put it near to the camera or the screen). ...criptedTextures. (and two different CameraTextureClients, but I think that's obvious ;))
    2 KB (254 words) - 20:26, 21 April 2009
  • ;SampleTime: How often we sample Instigator's location.
    2 KB (294 words) - 16:20, 1 September 2015
  • ...be there all of that time, the work is spread out pretty thinly, so there's a lot of time that I'm sitting there with a computer and not much to do. T ...I can't think of anything that's really a "must have" feature, so maybe it's time to not add anything ;-).
    4 KB (662 words) - 23:29, 14 February 2003
  • // Don't add if it's already in the list // All ManagedActors are relevant (Loader's ActorClass)
    22 KB (2,421 words) - 16:02, 18 November 2007
  • ...ent. If along the way the community finds Riftwar fun to play, to me that's just bonus material.
    1 KB (216 words) - 12:28, 26 February 2003
  • ...en some time later. I realize some other DJ pages do this as well, Reconn's just happens to be the first one I saw. ...tiles don't seem to be hurting players now, I will have to figure out what's wrong there. Need to fix that, tweak the parameters for the slime physics,
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ...to introduce new behavior into bots or [[Legacy:ScriptedPawn|ScriptedPawn]]s, they would subclass whatever AI they were deriving from, and add code ther ...However, with the addition of [[Legacy:ScriptedSequence|ScriptedSequence]]s, there is no longer the need to do this. Developers can just make a new [[L
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...nder [[Legacy:Actor/Collision|Actor/Collision]]: all [[Legacy:Actor|Actor]]s inherit them, even those that don't need it. ...lot of problems, especially if initialization code important to the actor's function is initialized in PostBeginPlay() to be used later in Touch().
    3 KB (386 words) - 16:04, 17 December 2005
  • '''SabbathCat:''' The fact that it's free is a bonus for people who can't afford to shell out for the other prog
    3 KB (516 words) - 10:15, 1 July 2007
  • // S - strike out
    5 KB (573 words) - 07:22, 18 June 2007
  • *CorDharel's Page - http://www.cordharel.ch.vu - Not much, at the moment just a (very ni
    681 B (110 words) - 01:24, 8 August 2003
  • local string S; if (S != "") S = S $ ";";
    5 KB (547 words) - 08:59, 25 August 2004
  • ...ayer's [[Legacy:Controller|Controller]] possesses - this is how the Player's mouse/keyboard input is "mapped" onto the Redeemer. '''DJPaul:''' Started doing Mr. T's merge; hopefully it's not too bad.
    6 KB (872 words) - 14:29, 7 December 2005
  • There is full reference for UnrealEd's terrain tools at [[Legacy:Terrain Mode|Terrain Mode]]. Before you begin making the terrain, it's best to consider what size you want it to be.
    15 KB (2,551 words) - 07:46, 14 March 2008
  • [[Legacy:WebApplication|WebApplication]]s are very useful for adding online administration to your mod. You could als It will forward the request to the WebApplication with it's path set to: /ServerAdmin<br />In this case that would be xWebAdmin.UTServe
    14 KB (2,081 words) - 20:39, 2 December 2005
  • ...''exec'' functions or by the ''exec'' functions of items in the playerpawn's inventory. ...'s Army] &ndash; This page covers all console commands specific to America's Army.
    5 KB (686 words) - 08:11, 24 November 2012
  • ; SHOT : This command saves a screenshot into the Unreal Engine game's System directory. ...: Causes any ScriptedSequence in contact with the player's pawn to call it's '''UsedBy''' function. This is intended for triggers that need to be explic
    2 KB (288 words) - 20:23, 25 August 2006
  • ...his console command sends the event specified to all [[Legacy:Actor|Actor]]s on a level via the Trigger() function. ...in UT (not UT2003). Great for [[Legacy:Level Screenshot|Level Screenshot]]s. See WALK. As of UT2003 the space bar can no longer be used to increase you
    5 KB (837 words) - 13:47, 4 September 2014
  • ; ADMIN <command> : Perform a console command on the server's console. This effectively sends the text after the ADMIN to be interpreted
    4 KB (679 words) - 00:39, 17 October 2008
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc.
    7 KB (745 words) - 23:38, 22 November 2005
  • ...X,Y,Z = red,green,blue. Also, a purple 'root' line is drawn from the mesh's local space origin to the the 0th/root bone ...Spawns a bot that will try moving towards all [[Legacy:JumpSpot|JumpSpot]]s. The parameter specifies, whether the bot should use the translocator, impa
    5 KB (762 words) - 16:40, 17 February 2022
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc. ...ng this page. Someone please help removing the content from the other game's page respectively.
    4 KB (575 words) - 18:56, 13 August 2005
  • * '''setspeed''' ''n'' : Sets your character's walking/swimming speed to ''n''. 1.0 is default; larger values faster, smal * '''setjumpz''' ''n'' : Sets your character's jump height in Unreal Units (UU) to ''n''. Default is approximately 900. 16
    5 KB (797 words) - 12:52, 27 September 2007
  • * '''UnrealShare.Cow''' : That's a Nali cow, not the moo-ing sort!
    4 KB (400 words) - 12:29, 4 August 2009
  • * Tarquin's brushbuilders, available from: * .txt (readme's) go in {UT}/Help
    3 KB (397 words) - 23:55, 22 October 2013
  • ...e first revision, I wasn't totally sure if I was correct or not. I know it's something along those lines though.
    885 B (155 words) - 21:11, 28 December 2005
  • ...send to an external progam, some text messages. I created this code to let's know in real time the status of the game by an external application. ...essages get a "line feed" caracter at the end but, for general purpose, it's not needed. ;)
    4 KB (449 words) - 14:15, 6 August 2009
  • That's now your point to start from. ...rename the Weapon classes, you have to rename the files but also the file's content. Example:
    8 KB (1,399 words) - 13:58, 16 December 2005
  • // Description: The declaration of the dinterface.dll's entry-point function. /* This is dinterface.dll's entry-point function. You should call it to do necessary
    10 KB (1,156 words) - 16:55, 21 January 2005
  • ...Here'' (you may also use ''Place Pivot Here'', but as a rule of thumb, it's best to keep things snapped to the grid as much as possible)
    3 KB (503 words) - 07:37, 14 April 2009
  • ...in the same way as the BSP world. Movers can't be subtractive, although it's possible to have glass or masked textures in a mover. ...d builder brush]] must be shaped exactly how the mover will look before it's used to add it. The procedure is:
    8 KB (1,366 words) - 20:04, 28 December 2005
  • There's something funny going on with the zoning of this level. for some reason th ...his speeds up collision and karma, and reduces server CPU usage when there's LOTs of players playing.
    3 KB (527 words) - 01:17, 15 April 2004
  • It's a great way to show your support and make the wiki a little bit better. ...ing about handing out wrong info or refactoring out something relevant. It's the least I can do sort of thing what with all of the help that folks have
    2 KB (282 words) - 20:02, 22 July 2003
  • He's the other guy i'm coding with, if you want to see an a broader view of the ...e just about learnt enough to start contributing to the wiki, and everyone's leaving to do HL2 :)
    6 KB (1,083 words) - 03:45, 5 August 2003
  • Wow, it's 12:30 in the morning and I've only just started coding. I've spent most of ...k my first forray into the UT2003 mapping world today. I figure that there's no point at only being able to do one aspect of editing/modding and be tota
    5 KB (898 words) - 16:01, 31 October 2003
  • This evening I will have a look @ Wormbo's MercuryMissileMod, perhaps I'll find out something more. ...t* ;)) what really wasn't as hard as I always thought. I'll now do the VTM's to the end and then I'll perhaps learn more 3dsmax vids, cause I always wan
    3 KB (482 words) - 03:13, 30 September 2003
  • i'm fast approaching my first anniversary as a UT2003 modder. it's been an interesting journey so far: tentative explorations with UEd1, on to ...d be willing to test/review/critique the work? the avenues for getting one's stuff out & about can seem a bit mysterious for those like myself new to t
    8 KB (1,249 words) - 06:00, 12 November 2003
  • ...the [[Legacy:UnCodeX|UnCodeX]] output of the UT2003 classes plus El Muerte's own stuff. A wiki class page should look like e.g. [[Legacy:ZoneInfo|ZoneIn ...nk you did anything wrong... but this <i>is</i> a bit too much. I think it's a great idea to have heavily commented examples of a few classes from each
    7 KB (1,086 words) - 09:10, 8 December 2005
  • '''Foxpaw:''' What's CC? And what's UA? '''RDGDanClark:''' I think this is meant to be linked under Dragonmaw's personal page...
    657 B (111 words) - 03:13, 6 October 2003
  • ...I'll need to port the plugins to the PC. (I use Lightwave on OS X, so that's where I'm doing the work.) There are a couple of endian issues that might b
    1 KB (264 words) - 21:36, 13 January 2005
  • '''Wormbo:''' Welcome to the wiki. :) It's good to see you are trying to fill in the UWindow classes, but could you pl '''Tarquin:''' That's ok. Welcome to the wiki :)
    405 B (66 words) - 04:27, 8 December 2003
  • ...the SDK, and allows you to define new [[Legacy:Conversation|Conversation]]s for your levels. ..., and only for this game. I think of it more as a part of the SDK than it's own thing, thoughts?
    1 KB (230 words) - 14:12, 7 March 2008
  • ...actors spawned during this chain of events (e.g. [[Legacy:Mutator|Mutator]]s or [[Legacy:GameRules|GameRules]]) use the [[Legacy:Chain Of Events When Sp # the [[Legacy:GameInfo|GameInfo]]'s InitGame() event is called
    10 KB (1,495 words) - 02:57, 28 June 2006
  • SpawnOwner, // what to set the new actor's Owner to SpawnLocation, // new actor's Location
    12 KB (1,910 words) - 09:17, 23 June 2016
  • ; CheckEndGame : Set the focus to the winning team's flag at the end.
    1 KB (163 words) - 17:54, 2 December 2005
  • ; Team : The [[Legacy:UnrealTeamInfo|UnrealTeamInfo]] for the flag's team. ; OldHolder : The flag's previous holder.
    3 KB (403 words) - 11:54, 27 December 2005
  • Carrying multiple flags adds a fun element to flag-related game types, but it's a bit tricky to pull off because certain things weren't quite designed to w ...s whenever the [[Legacy:PlayerReplicationInfo (UT)|PlayerReplicationInfo]]'s HeldFlag field has something in it. So in order to immitate that, I created
    5 KB (784 words) - 12:06, 7 November 2004
  • ; FriendlyFlag : The team's [[Legacy:CTFFlag|CTFFlag]]. ; EnemyFlag : The enemy team's flag.
    3 KB (358 words) - 23:38, 20 December 2005
  • ; string GetNameDesc() : Returns the node's long name (e.g. "United Nations Anti-Terrorist Coalition") ; string GetNodeAddress() : Returns the node's address
    5 KB (735 words) - 10:57, 10 October 2005
  • ...' Hiya Copperman! I didn't know people were still making UT99 maps - that's pretty cool! '''Copperman''': Anyone willing to look at this map if and when it's ready. Beta/advise ?
    4 KB (789 words) - 01:31, 28 November 2006
  • i forgot my password, i changed IPS's so i now have a different email so now i cant ever login again because nobo As you can see it's sorta odd. :)
    2 KB (210 words) - 17:22, 6 February 2006
  • ...cks to see how far all the actors are away from each other to make sure it's reasonable to start a conversation. Ignore the player in these checks.
    3 KB (380 words) - 18:41, 11 February 2004
  • ...arency does not work on all types of materials, eg [[Legacy:Shader|Shader]]s are not affected by it.
    772 B (111 words) - 04:56, 16 March 2004
  • This works by being spawned by players (in [[Legacy:XPawn|XPawn]]'s DoCombo() function): ...e remaining adrenaline: when the player's [[Legacy:Controller|controller]]'s adrenaline is down to 0, the combo is destroyed. The Destroyed() function t
    2 KB (335 words) - 14:11, 16 December 2005
  • ...ct can be added as often to a [[Legacy:PlayerController|PlayerController]]'s CameraEffects array as you want without breaking anything. ...n existing CameraEffect of the desired class in the local PlayerController's CameraEffects array and use that. If there isn't any, just fetch one from t
    4 KB (398 words) - 18:07, 13 January 2005
  • ...on-specifics, forced actors, catches etc... If no prize is specified there's no prize. ...;) Remember to add any competition, even small threeday quickmap ones. It's not just for contests with expensive rewards, anything goes. (Make that an
    2 KB (283 words) - 17:12, 2 December 2005
  • '''Tarquin:''' I can convert this to wiki markup, but it's too much for our parser I think. Please look into moving branches of this t
    37 KB (1,854 words) - 16:01, 10 January 2005
  • ...ine. Models are implicitly created and modified via the {{cl|BrushBuilder}}s and other geometry tools.
    271 B (37 words) - 12:44, 15 November 2009
  • ...r]]'s viewpoint will be changed to an outside view as defined in the actor's properties. ;VT_SingleActorView: Player's view changes to the actor designated by ViewTag. Only the first actor found
    2 KB (281 words) - 11:01, 18 November 2007
  • ;ViewPlayer (string S):
    1 KB (131 words) - 08:27, 10 June 2004
  • [[Legacy:Package|Package]]s you compile need an [[Legacy:INT File|INT file]]. This tells the game what All [[Legacy:INT File|INT file]]s are plain text so you can look at the others in the {[[Legacy:Base Director
    4 KB (574 words) - 13:08, 25 March 2008
  • ...l. For example, if you want each wall of your box to be 16 [[Legacy:UU|UU]]s thick, you would set WallThickness = 32. Thus WallThickness must be less th
    1 KB (209 words) - 22:25, 21 July 2004
  • ...ight of each step. don't know the maximum height with walking, but when it's 32 you must jump
    1 KB (230 words) - 13:07, 20 December 2005
  • This creates a Cone for the editor's [[Legacy:Red Builder Brush|red builder brush]]. ; InnerRadius : only matters when hollow, it's the radius of the hollow part
    1 KB (225 words) - 22:46, 21 July 2004
  • ...eem to have been deleted), I decided to work out a solution on my own - it's just more fun and more rewarding that way. It took a while of poking aroun
    5 KB (804 words) - 06:44, 7 April 2010
  • ...them to the log may slow down your mod to a crawl and can inflate the game's log to several megabytes after a short time already. ...in the log after executing it, even those that point to somewhere in Epic's code. Compare with the log when not playing your mod if in doubt.)
    24 KB (3,718 words) - 23:41, 18 March 2009
  • ...hairs. It's probably a good idea to stick to the same dimensions as UT2004's own crosshair textures. (see [[Legacy:Import The Texture|Import The Texture
    3 KB (393 words) - 02:51, 27 March 2007
  • * The GameObjective's GameObjective -> DefenseScriptTags * The UnrealScriptedSequence's Events -> Tag
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  • ...ubmitted page content is dispatched to the [[Legacy:Wiki Admin|wiki admin]]s. This allows them to react quickly to temporary bans (to revert the change '''anonymous:''' Yes indeed folks go on treating them *******s the hard way. I had real troubles with spammers myself glad to see some act
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  • ...m this wiki as well as a few very talented and patient people. I figure it's about time I get together a few of my creations and write up some tutorials
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  • ...ed on infiltration, and I spend most of my time playing deathball (hey, it's fun). ...and I've been working on/designing mods since then, although nothing that's been worth anything just yet (well.. except maybe for the work I did on Dea
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  • ...is killed and drops it). Remember the mutator has to work on other people's levels too, so it should be able to cope with any setup they come up with. ...ht mode's WeaponLockers. Basically, it searches through each WeaponLocker's inventory (array), weapon by weapon, replacing the old weapon class with th
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  • ...function was to return a value, it will be the null value for the function's return type. Null values are 0 (zero), "" (empty string), 'None' (empty nam
    6 KB (1,010 words) - 09:24, 15 May 2011
  • ...is projection for correct perspective and multiple views from the observer's viewpoint.
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  • ...and coders out. A One time use 'RoundRobin' that goes down the list in it's Dynamic array and triggers off all the events during the specified timeinte var() array<name> Targets; //The things you wish to trigger (it's a dynamic array)
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  • A CompactIndex tries to use as less bytes as possible to store the integer's (32bit) value. <tt>MSB-1</tt> defines if there's another byte following this byte that should be included with the CompactIn
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  • ...real time, we'll use predefined [[Legacy:Environment Map|environment map]]s. With the texture browser open ''CubMaps.utx'', examine the several groups ...d the '''SurfaceType''' to ''EST_Water'' (although I'm not sure whether it's useful or not :p).
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  • ...R: If you want to use any of these textures in your map, check the website's policy on using and distributing them. Using the textures in your map, and ...t the texture contains a name, most likely the name belongs to the texture's creator. You should give them credit in your readme.'''
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  • ...t of the air, and sinks in water), a hovercraft (goes on land, falls if it's in the air, floats on water), an airplane-type flight vehicle (strafing and ...ields or armor. The problem with that is, you can't tell what team someone's on if they are wearing the nanosuit! I'm going to fix this tonight.
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  • 2. UT3's stock weapon lockers automatically fill any weapons they give to the player ...unction to look for the Configurable Locker Ammo rather than in the Weapon's LockerAmmoCount
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  • ...ass, all classes specified in the current class's '''DependsOn''' modifier(s) and all their parent classes and all loaded classes in packages compiled b
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  • (These effects should be none if should use the pawn's blood effects.) ...<[[Legacy:Emitter|Emitter]]> LowGoreDamageEmitter : Emitter to use when it's low gore
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  • ...y|LadderInventory]], and destroys all other inventory objects. The player's weapon and selected item are set to <tt>None</tt> and the function <tt>AddD ...he game from spawn-telefrags (if there are not enough start points then it's possible to win a game just from telefragging).
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  • ; int Health : The amount of damage the Decoration can take before it's destroyed.
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  • ...Generally, this is similar to the syntax for [[Legacy:T3D File|T3D file]]s. ...ileClass; sounds, textures, fonts, meshes or [[Legacy:Subobject|subobject]]s are handled likewise) and names. Note that you can also specify objects onl
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  • # the actor's EndState() event # the actor's Destroyed() event
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  • * Epic's version of the [[Legacy:Nvidia Texture Tools|Nvidia Texture Tools]] package
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  • ...ggered by or the actors that it will in turn trigger just for organization's sake. ...type the event name in the wrong case; UnrealEd will fix the case if there's a match). If you wish to make more than 8 events, link in a second dispatch
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  • ...lwaysKeep), sets the NetUpdateFrequency of [[Legacy:TorchFlame|TorchFlame]]s to 0.5 and raises the speed of players by 40% in Turbo game mode. DMMutator handles the air control setting and Epic's bright skins as well as a turbo mode like in UT. This mega speed mode can't
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  • ...orials & anything else on this topic should get a link here. Admittedly it's a vague grouping... things like funky tricks with movers might to to get a * [[Legacy:ExplodingWall|ExplodingWall]]s
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  • ...g, non-repeating smooth texture animations that scale well with the player's framerate.
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  • ...DistanceViewTrigger actor is useful for making [[Legacy:Bot (UT)|Bot (UT)]]s shoot an enemy when they see them in specific locations. They should be lin ...DefensePoint is also paired to a TeamTrigger located on the opposing team's sniper tower, so that snipers from opposite teams will try to shoot one ano
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  • ...ct emits from weapon in first-person view, calculated from the playermodel's Mesh Origin <br> <font color=blue>NameColor=</font> R, G, B values of weapon's name color when displayed <br>
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  • |'''''Developer(s)''''' |'''''Release Date(s)'''''
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  • .... I don't know what story or what general style I want to follow, so that's gonna be configurable. ====Into the lion's den ====
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  • ...to scroll to ge the latest info. Does this make me evil? maybe, but that's ok in my book. ...gib_Onslaught]] - I'm going to call it "Instagib Onslaught" for simplicity's sake.
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  • ...list of things to do to maps / mods before releasing them. Hmm. nope, that's [[Legacy:Mapping Checklist|Mapping Checklist]]. .../Nalicity.com NaliCity] I'm sure there are other sites out there too that's just the main one as far as I know (Although they haven't updated for a whi
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  • ...You really do not need much technical knowledge for this tutorial but it's good you know how to add, subtract and do basic geomtery. For example tell ...ap unless you're going for a neo enginistic retro zam tastic look. SO let's open a new set of textures.
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  • ===dma's wiki page. === ...ually SERVE a file on the server (or possibly even on the client) to IpDrv's TcpLink on the same machine? You could perhaps serve a file to yourself.
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  • ...how to create a rotating fan which actually sucks you in and kills you. It's actually very simple ;) ==Let's get to work ==
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  • ...How come I never see you at my Palace anymore? 66.150.112.167 BFGN Dawn's Deathmatch Palace - Custom Maps only (UT, not UT2003)
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  • ...and they are faster than static arrays. Although this may seem strange, it's true - dynamic arrays can actually be accessed '''faster''' than static arr ...ms, classes). After declaration the dynamic array is empty, i.e. the array's length is zero.
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  • .... Basically I'm a 29 year old bloke from Sherwood Forest (Thats Robin Hood's home to those who don't know ;) ) ...trials, downhill, street, XC, etc.) Racing my mini moto bike round my mate's field and fiddlin on my computer, plus I also build and repair computers fo
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  • ...regular players that duck, and their headshot area is smaller as well. It's not advisable to put a DuckingZone somewhere where players might actually w ...the DuckingZone does is actually reducing the collision height). If there's a mod that provides crawling animations and support, modifying the DuckingZ
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  • I like the output a bit more than that from uncodex. But I guess uncodex's parser engine is superior to mine. Maybe I'll try to make a real parser onc ...remodes doesn't look too bad after all, the implementation is awful. There's a lot of native code calling the different functions on the firemodes. Also
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  • ...e properties can be found in the Teleporter group of the DelayedTeleporter's properties. ...this teleporter faces the direction of the teleporter instead. The player's previous rotation has no effect anymore. (like the [[Legacy:YawTeleporter|Y
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  • # Set up the new actor's properties: ...ration group) to the distance in world units where you want the decoration's display to switch from mesh to sprite display.
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  • ...e oil facility of the Encarceration megapolis complex shut down, but there's still life there, Liandri have reopened it as a tourament ground and now it '''ProjectX:''' That's odd, i can see them fine, maybe you have a lower screen brightness?
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  • '''Eldhrin:''' Being incredibly dense here, what's the ServerDetails function for? I can't recall seeing it before...
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  • '''Wormbo:''' It's obviously UT2003 code.
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  • '''Evolution:''' DMA, here's an alternative way to do this... '''RegularX:''' There's a spider mute in the xxxpak which is similar to the first example as well,
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  • // Give the player's spinebone an effect. Make sure this works. // Remove from player's inventory.
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  • '''Foxpaw:''' Hmm, that's interesting. Where is the class file for class? Or for state? And then why
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  • ...haunting gameplay element in line with [http://undying.ea.com Clive Barker's Undying]
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  • Unless it's for my Japanese class, so far I've had no trouble finding the time to do wo |Intel Pentium-S 120MHz
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  • ** A timer (copies it's input value onces every 0.1 of a sec) Because it's still unclear if I can contiue with the Runtime engine, I had to set out so
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  • ...and whether or not they're using a melle weapon. Finally, the instigator's damagescaling is used to affect the final value. ...cy:JumpSpot|JumpSpot]]s. The test is implemented in the [[Legacy:Bot|Bot]]'s <code>Testing</code> state.
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  • ==Dezro's Personal Page == And if you want to jot down a quick note for me, there's a section at the bottom of the page.
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  • ...es</tt> of type <tt>SpeciesType</tt> that defines its Species. This member's default property is set in the defaultproperties. ...I assume it just searches all .upl files and returns the player record who's DefaultName matches the given character name.
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  • ...cript. Set bStatic to False and bNoDelete to True in the DelayedTeleporter's default properties. * bFixedExitRotation specifies, that the player's rotation after exiting this *
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  • A node in a bot path network that's blocked or unblocked depending on the state of a mover. In other words, a ...the [[Legacy:Mover|Mover]] associated with this Door path node. The mover's state (open or closed) determines whether the door can be passed by bots or
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  • ; bool bSplash : ''(This one is a bit strange. It's set to false and then to true again in the same function with only <tt>SetP ...ype, vector Momentum, float DSize, int NumFrags) : Triggers the decoration's [[Legacy:Event|Event]], spawns several framents and destroys the decoration
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  • ...ou could optimize and localize it with [[Legacy:LocalMessage|LocalMessage]]s, since the song also exists in other languages. :) ...'ve already submitted it. I didn't use [[Legacy:LocalMessage|LocalMessage]]s, since I wanted to keep it down to one file. I didn't use string arrays, be
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  • It lets you append text to the game's log file. The stuff it writes can be viewed while the game is running, type native(231) final static function Log( coerce string S, optional name Tag );
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  • ...in the proper range so they affect surfaces naturally. If a detail texture's average brightness deviates too far from 128, then surfaces will appear to ...y detail textures to that. Worked fine for me, although I don't know if it's really true.
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  • ...tion''. This is the INI file that will be used by the server to obtain it's configuration information. ...will be running the "Entry" map. No-one can actually join that map so it's not that useful. However, we now have an INI file that we can modify.
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  • ...in after the default handling is done. I'll be the first to admit that it's a bit pants but hey - what is this life if full of care, we have no time to ...proach to it's functionality (which to my mind is quite tidy). Whether it's actually easy to use or not is another matter. I won't know until I get th
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  • ; ClearCheatHeads : Returns everyone's heads back to normal.
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  • ...based upon the DamageType parameter of the [[Legacy:Pawn (UT)|Pawn (UT)]]'s Died function or the [[Legacy:Weapon (UT)|Weapon (UT)]] class the killer wa
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  • Do '''not''' ever recompile or add resources to [[Legacy:Package|package]]s that come in a base install or a bonus pack of any [[Legacy:Unreal Engine|U * don't add textures to the default [[Legacy:Texture Package|texture package]]s
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  • local Sound S; S = Sound(DynamicLoadObject("MyPackage.MySound", class'Sound'));
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  • ...ion. A good question is, "how to become a good team leader ?". AFAIR there's already a page about it (will search after I wrote that here), but I'll mak ...all those things in, but in the end your CTF mod will rule them all. There's already a player model, just game rules and everything else missing...
    5 KB (967 words) - 11:11, 29 May 2003
  • ...skills required and just put this page up to post progress, etc.. if that's the case then I suppose what I said above doesn't really apply. ...his page is meant to be a evolving design document. At some point, when it's detailed enough, I will start coding.
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  • ...javacc wasn't the right tool for the job. But handwriting was! The parser's up and running. Even thought I've never written such a big grammar (only small one's in one of my courses) I'm quite happy with the current thing.
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  • ...not be passed by foot so they had to fight thier way in to the space port's control tower and open the cargo hanger doors activate a transport train to ...would end up in a lava pit a hundead feet bellow kinda like eternal caves's blue base. Ran in to sevier ICH trouble in one of the lower caverans that b
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  • ...darkpulse.project2612.org Darkseid], and It's where I hold all my maps. It's finally back up (Whoo!) and is undergoing redesign. ...ay with a couple of my buds, and am a regular participant of Beyond Unreal's FragBU tournaments on Friday and Saturday nights. I still boot up UT on occ
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  • Barak was smacked down by Visse's Rocket Launcher. UT_GOD put a bullet through Ichthys's Head.
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  • ...nd Morpheus. And, while they blew me halfway to hell, I can also say there's times I won the duels as well. And if by some chance one of those people ha ...ts from levels like Average and putting them on something like Adept. That's what level I've been hitting lately, and I'm gonna step it up a bit more to
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  • It's been awhile since I've done anything on the Wiki, so I thought I'd share so ...s form as a FPS, was Deus Ex, I believe. That was released in 2000. And it's been already 5 years (1998-2003) for the ''ORIGINAL'' Unreal Engines. So Wh
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  • This seems to be a broad series of players. For some it's the "Cheap" Players; e.g Shieldgun Campers on the opposite sides of portals ...ad the Leviathan. It's people like that that we should be able to tell who's Taunting. It did in UT Classic, why not UT200x?
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  • ...rtunately, it has to be compiled with ucc rather than in UnrealEd as there's no way to set bStatic to false in UnrealEd. ...default property in UnrealEd by entering "editobj <classname>" in UnrealEd's console. (bStatic will show up in the "None" section.) &ndash; Give that a
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  • [http://s3.invisionfree.com/Program_Haven Programmer's Haven] ...ed, did they actually contribute or did you only find them in the list who's online?
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  • '''MythOpus:''' Eh... it's the sane as my e-mail ( mythopus@hotmail.com ) ...e anything else I'm working on anymore since Team Invasion is done :) Let's get started again.
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  • '''Foxpaw:''' What's CC? And what's UA? '''RDGDanClark:''' I think this is meant to be linked under Dragonmaw's personal page...
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  • ...unction to the delegate that functions modifiers will replace the delegate's original modifiers. See [[Legacy:Function Syntax|Function Syntax]] for a li bReturn = MyDelegate(False, Number, "Hi there!"); // save delegate's return value in another variable
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  • ...ctually make, but to start with a simple version, then enhance it until it's a GREAT version. ...s project (I do still think it's a really, really neat idea, so long as it's properly executed), you're more than welcome, and I may even be able to ass
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  • ...ally 'Scrying' to be able to see the objects without effecting anyone else's perception of the world around them. My head hurts after this ;) ...bHidden is set to false, otherwise it is set to true. Of course, since it's client side it could probrably be hacked.. but if the actor is considered r
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  • To make a class variable show up in one of [[Legacy:UnrealEd|UnrealEd]]'s property windows ([[Legacy:Actor Properties Window|Actor Properties Window] There's also a special group ''None'', which contains all variables not declared wi
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  • ...id it. :P For an alternative, you could look at [[Legacy:KShip|KShip]]. It's not as sophisticated, but probrably more what you were thinking anyway.
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  • ...at in UnrealEd, but the shader effects are bad in-game. Screenshots soon?</s> ...hp?t=14147 ; i have been working on it since February 2003&rarr;i know, it's way too long :B)
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  • ...stuff to weird things is becoming my second nature... well third, but who's counting? ...rivatives thereof. This is the game that really made me realize that there's more to the world than Basic. Well, I can't say I really made more stuff fo
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  • ...taObject you need an instance of [[Legacy:GameInfo|GameInfo]] or one of it's subclasses (usually via Level.Game), because the functions required to acce The following variables are passed to the DataObject functions. Here's a quick description of what they mean:
    8 KB (1,045 words) - 03:16, 22 November 2009
  • ...as if exposing the value to UnrealED, but with a prefix so I know that it's really not. It's hard to tell the difference, since we don't have the same version of the co
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  • ==What's a Conversation? == * Mess with the player's skill and credit levels
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  • Add a static mover and then set it's keyframes. Like it moving up/down or side/side). Then set the trigger's event to the name of the door mover (it's event-tag property).
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  • ...sn't get linked from anywhere else, but that's not much of a problem as it's in a tutorial category.)}}
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  • This is Deus Ex's [[Legacy:Game Ini File|Game Ini File]] file.
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  • ; LocalLog( String S ):
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  • # If it's successful it overides the maps default music (as defined in Level properti ...dancy on the music package automatically makes it a ServerPackage. BTW: It's better to put the music loading code in PostBeginPlay() and skip the state
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  • A term that's often thrown about. But what should a design document actually look like? ...ay not be immediately apparent, references to known works, and "thank you"'s to signifigant contributors.
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  • [http://www.ataricommunity.com/forums/showthread.php?s=53f2ec99160840f166fbcfaa7330b2dd&threadid=343918 Findable property for KAct [http://www.ataricommunity.com/forums/showthread.php?s=53f2ec99160840f166fbcfaa7330b2dd&threadid=342417 Thoughts on stationary tur
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  • yup, it's Star Wars day and I'm starting to try porting a UT2003 project to UT2004.
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  • ...lly it's not easy to write a database driver in UnrealScript because of it's limitations. Often databases require some crypto which is quite difficult t ...example crypto routines are usually not very fast in UnrealScript. And it's best to keep the performance of the game server as high as possible.
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  • ; var() const name DudeNewsComment : Dude's comment on today's newspaper ; var() const name DudeStartComment : Dude's comment on starting today's errands.
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  • [[Legacy:Postal 2|Postal 2]]'s version of the [[Legacy:DMMutator|DMMutator]]. ...eed: Mega Speed setting, functions the same as in [[Legacy:UT2003|UT2003]]'s [[Legacy:DMMutator|DMMutator]].
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  • After all that waiting, I'm sorely disappointed by HL2's software development kit. In such news, I'm going to mess with UT2004 a bit
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  • ...rather than nest lists. But your dev journal page is your own space. so it's really up to you! :) ...veloper Journal" just to keep a bit of consistency across different people's journals?
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  • ...te, however, that distance fog may not obscure the [[Legacy:Corona|corona]]s from lights. Before we start, there's one important fact about Volume-based fog that you should know: It doesn't
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  • * Split Screen - Inspired by [[Legacy:Alien Swarm|Alien Swarm]]'s little window that pops up when stim packs are used, I'm tinkering with dif That's about it. I contribute to the Wiki in the rare cases when my knowledge is a
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  • # Close the window and go to your Volume's properties -> PhysicsVolume -> DamageType and in the drop down list yor new That's it you're done, Congratulations. &ndash;[[Legacy:Mulch_D|Mulch_D]]
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  • ...g working properly, then to get rotating to work properly, now to get pawn's landing on their feet. The good news is I'm starting to get my feet wet wit ...such as custom pawns, bots, physics, replication, optimization, etc. There's a ton I've had to learn just to get this far, and most of it was acquired b
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  • ...hich he published in the June, 2000 issue of [http://www.cuj.com/documents/s=8038/cuj0006philips/ C/C++ Users Journal.] The UnrealScript implementation has been adapted from Stephen Woodbridge's [http://swoodbridge.com/DoubleMetaPhone/ PHP implementation] by [[Legacy:El
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  • '''Dark Ryder:''' Thanks. I've been making sure to use that (it's probably more "correct" to use wiki formatting instead of HTML when possibl
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  • ...access the '''Materials''' array which is natively defined for Static mesh's, normally you can only access this via UnrealEd but by using the ''GetPrope ...inaccessible in code during runtime. (i.e. you can't find out what texture's the mesh uses)
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  • in my game - it's so full of bugs I can't tell anymore), so that everytime you die you'll com Just one last thing. It's not a bug, more like a rat, but I think it can prove useful. The easiest wa
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  • Below is a list of basically finished, (mostly) working runes in the mod's current state, with a brief description of each. Some runes may seem famil | style="text-align: center" |Obliterate a target's inventory
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  • ...nt looking level, I can't actually make textures or model to save my life :S
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  • ; LOCK_Invalid : This weapon cannot lock on the target, because it's friendly. ; LOCK_Range : Target valid person cannot be locked on because he's out of range.
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  • It should be noted that Oblivion is based on Parser's SP Framework (http://fraghouse.beyondunreal.com/) Gunship is a CTF map set largely in the barrel of an enormous starship's main weapon. The idea is that the starship is a 'Gunship', a ship designed
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  • '''Sweavo:''' Howdy. A tip from someone who's just spent 8 hours learning the hard way: do just about everything on the s ...away to get to network play. If your mod doesn't work in net play then it's not going to get on the public server, and won't get you chicks*.
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  • Always wanted to use those elusive array<>'s, but found the GetPropertyText/SetPropertyText interface to be a problem? T // The right side of the Array construct... does absolutely nothing, it's just there to make the syntax pretty (complete the brackets).
    3 KB (446 words) - 14:10, 8 December 2007
  • ...will always be the same. If you check the source code you'll find out it's read from GetPlayerIDHash(). Now if you restart UT2004 and type e.g. "set '''Sweavo:''' pasted directly from Wormbo's comments and dressed up / edited by me.
    2 KB (293 words) - 13:33, 5 May 2006
  • ...ge:Legacy_DMSiesmic_ISampler.jpeg|center|ISampler Resynthesis - Acidsphinx's favourite settings]]
    21 KB (3,911 words) - 04:40, 22 February 2008
  • ...egrees difference, but I still figure you might want to know about it. It's just one of those little errors that raises a red flag in my mind.</font>
    747 B (126 words) - 07:52, 6 July 2002
  • [[Legacy:State|State]]s can be extended in the same way as classes. A state that extends another in ...s, there is already inheritance: the Child's state Foo inherits the Parent's state Foo anyway. Extending states is useful if you have a state Foo and yo
    7 KB (969 words) - 09:56, 24 April 2006
  • ...modify ''MultiPickupPlus'' actors. They can also replace the DMMutator (UT's BaseMutator for most gametypes) with ''EIDMMutator'', a configurable versio ''EnhancedProjectile''s can display death messages indepentantly from the weapon the player used or
    9 KB (1,057 words) - 07:54, 19 November 2007
  • ==EntropicLqd's Brightly Lit and Comfortable Corner == ...ad my [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Developer Journal]] although it's almost never updated.
    4 KB (684 words) - 09:40, 22 December 2007
  • All actors whose Tag matches the Trigger's Event will receive the message &ndash; we say that they have been ''trigger It's possible to create complex chains of events like this: see [[Legacy:Trigger
    8 KB (1,250 words) - 10:19, 22 July 2011
  • This has been scripted so it's triggered... yet setting bOnlyTriggerable to true will make it ignore trigg If there's an easier way to make it repeatable, please add it to this page.
    4 KB (573 words) - 06:19, 19 November 2007
  • * the [http://udn.epicgames.com/ Unreal Developer Network] &ndash; Epic's documentation for engine licensees, partly open to the public * [http://fordy.planetunreal.gamespy.com/ Fordy's Site] &ndash; the #1 source of Unreal editing news
    8 KB (1,159 words) - 09:08, 21 May 2011
  • Tarquin's Extruder Brushbuilder can be downloaded from http://wayback.archive.org/web ...ower. No jokes. He is everywhere. Actually, I really don't know what he's been up to lately. '''PS:''' Follow the link at the top of the page for t
    3 KB (440 words) - 00:39, 23 October 2013
  • ...r map distribution, embed their code into your [[Legacy:Map File|Map File]]s. Apart from being neater, that'll make a much more professional appearance ...(That's clear, but unfortunately not to everyone.) Be sure that the code's author is content with having his/her code embedded in maps. Besides, embed
    12 KB (2,037 words) - 17:26, 20 September 2007
  • The "Configure Wormbo's Mods" window uses INT files to load the tabs displayed in it. This window i
    4 KB (525 words) - 06:23, 19 October 2003
  • * can remember the instigator's DamageScaling and apply it at explosion time ; string ProjectileName : This projectile's name. (used in death messages)
    11 KB (1,442 words) - 07:56, 19 November 2007
  • ...ctile weapons use [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedProjectile]]s and their death messages and for instant-hit weapons use the new hit string ; string ProjectileName : This weapon's projectile name. (used in death messages)
    11 KB (1,481 words) - 07:56, 19 November 2007
  • ; EGlowAnim GlowAnim : How the effect's glow changes over time while it's visible. ; float GlowRate : How fast the effect's glow changes while it's visible.
    5 KB (745 words) - 08:04, 19 November 2007
  • ; ShowMe( ) : Sets the mesh and drawscale to the owning player's values. ...y Diablo 2. It's unfinished and will never be released officially, so here's a link: http://www.koehler-homepage.de/Wormbo/other/WizzardUT.zip (You also
    1 KB (184 words) - 08:03, 19 November 2007
  • ...placed with the Mesh'ChaosUTMedia2.c_vortexsphere' from Chaos UT. (if that's available) This will also modify some properties if the mesh was found, so ; PostBeginPlay( ) : Set MultiSkins[1] to Texture, because that's what's usually used as the texture when bMeshEnviroMap=False.
    1 KB (171 words) - 08:04, 19 November 2007
  • ...values after the MultiPickupPlus has been initialized through the mutator's CheckMPP() function ...ms should be swapped after some time if they didn't get picked up, like it's done by the Chaos UT MultiItem.
    7 KB (946 words) - 08:03, 19 November 2007

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