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

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  • ...or's CheckMPP function. You can stop the emulation mode by calling the MPP's StopEmulation() function at any time.
    1 KB (139 words) - 08:03, 19 November 2007
  • ...T)]] M) : Makes sure the mutator isn't re-added to the mutators list if it's already there. ...gisters the mutator from all of the four [[Legacy:Linked List|linked list]]s of mutators: mutators list, message mutators list, damage mutators list and
    9 KB (1,141 words) - 07:56, 19 November 2007
  • ; int UsedUnit : Prefered distance unit's index. (see localized unit properties) ; bool bFireEffectLast : Whether this item's ''FireFunction()'' should be called after later affectors' ''FireEffect()''
    8 KB (1,136 words) - 15:11, 12 February 2008
  • ...rendering code, as UT 2003 itself doesn't generate dynamic maps. So... it's a workaround.
    2 KB (357 words) - 12:54, 22 May 2004
  • ...ificial Intelligence|AI]] to determine how the [[Legacy:Bot (UT)|Bot (UT)]]s (and creatures) react to the player. The enumerated type has the following The primary function for determining a bot's attitude is the function [[Legacy:Bot (UT)|Bot (UT)]].AttitudeTo(). This f
    2 KB (249 words) - 18:15, 8 February 2006
  • This directory is where the game itself is installed. By default, it's called '''C:\{game name}''', eg '''C:\UnrealTournament''', '''C:\WheelOfTim [[Legacy:Actor|Actor]]s evaluate and interact in this theoretical space.
    6 KB (1,080 words) - 16:47, 29 April 2010
  • ...ve in my searches and finally found [http://www.unrealscript.com/ Chimeric's site]. Now I had finally found other people that were in the same position ...updates to the website to include version 3, instead, you can see what it's about in the ModSquad forums at [http://forums.beyondunreal.com/showthread.
    9 KB (1,310 words) - 18:18, 8 September 2003
  • ...convey the true horror that is fatherhood in one short paragraph, so here's a more lengthy analysis. ...o of them one will jump on my stomach and the other on my balls. If there's only one they'll go for my balls every time. The only bright side about th
    17 KB (3,227 words) - 02:26, 16 June 2007
  • I am determined that this page isn't going to be a review. Rather, it's designed to be more of a bullet pointed assessment of the new game, claimin ===What’s good about it ===
    13 KB (2,336 words) - 11:08, 5 November 2003
  • ...t the last week working on some mutators for UT3 (the game rocks btw). It's been good to actually have some concentrated time to get to grips with the ...need to write for the Wiki on creating a basic scene. The only thing that's preventing me from adding it is that I think I've "hacked" the localization
    56 KB (10,109 words) - 10:44, 28 December 2007
  • This is a developer's release, which means it's still pretty rough, and a non-technical user may find it difficult to figur ...in a multiplayer server, just like you do in Unreal Tournament 2004. That's it!
    10 KB (1,676 words) - 00:33, 23 January 2007
  • Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar|console bar]] (without the "#exec" part). Currently in ;MIPS : (optional) OFF or ON. Generate [[Legacy:MipMap|MipMap]]s.
    14 KB (2,119 words) - 18:25, 24 June 2013
  • ...n2|Minigun]]. Technically the Enforcer is '''not''' the default weapon, it's just spawned in the [[Legacy:DeathMatchPlus|DeathMatchPlus]].AddDefaultInve
    852 B (111 words) - 02:35, 28 May 2003
  • ...ers (as it needs to be obtained through a [[Legacy:PlayerPawn|PlayerPawn]]'s GetEntryLevel() call).
    665 B (109 words) - 12:18, 6 December 2008
  • '''Epic Games''', everybody's favorite game developer. Used to be "Epic MegaGames," but they lost the "M
    972 B (129 words) - 21:29, 20 April 2007
  • The Emitter class is Epic's particle emitter system (the other system is the [[Legacy:XEmitter|xEmitter ...[[Legacy:ParticleEmitter|ParticleEmitter]]s (or child classes of this). It's these subobjects than actually generate particles, and one Emitter can hold
    5 KB (645 words) - 04:00, 26 November 2010
  • ...works, although I'll won't be giving out any details of this one until it's just about done. ...ter writing code every available moment since I started doing this, and it's starting to pay off now, as I see writing code that not only compiles, but
    4 KB (635 words) - 03:48, 5 August 2003
  • ...ood ideas. I'm a programmer through and through I'm afraid :-( Not that it's a bad thing, UT2003 presents many interesting opportunities :-D
    2 KB (387 words) - 09:39, 13 December 2002
  • ...[[Legacy:Actor Properties Window|Actor Properties Window]] if the variable's reference is "None." Clicking said button will create an instance of the cl ...ial|Material]]s, [[Legacy:StaticMesh|StaticMesh]]es, [[Legacy:Sound|Sound]]s and anything else UnrealEd has a browser for, probably with the exception o
    6 KB (882 words) - 08:11, 12 January 2005
  • ...ys, barring cosmetic changes. There must be something wrong with it, there's no way it could be this easy... ...taGib mutator which uses rocket launchers instead of shock rifles. Oh that's easy, I thought to myself. I'll just subclass RocketProj, make it always-le
    8 KB (1,483 words) - 07:14, 11 December 2004
  • This is going to have to grow a lot before it's useful to anyone. It's also going to be very rambly, so if you can't make sense of it, well... I'm ...ial. Now if only I could make my mutators show up in the Linux version! It's like the int files aren't there or something.
    7 KB (1,276 words) - 03:48, 5 August 2003
  • ...s your personal page, do whatever you like with it. Check out other people's personal pages if you need ideas. :)
    459 B (72 words) - 18:10, 8 January 2003
  • ...If you find an error or something that needs to be clarified (because it's not obvious) then updating that point directly is really really helpful. A
    2 KB (272 words) - 18:13, 8 June 2003
  • ...ck boxes or something where there should be line breaks, it's because that's a UNIX style text file (\n instead of \r\n), try opening it in another edit ...off of the biorifle. There're some things I'd like to be different, but it's not worth the time and effort.
    2 KB (418 words) - 09:06, 3 May 2003
  • ...C and scheme for the most part... SO! I cribbed [[Legacy:Trystan|Trystan]]'s useful stuff from from [[Legacy:Trystan/Developer Journal|Trystan/Developer ;# What's the easiest way to add a new weapon and get it 'in game'?
    4 KB (639 words) - 14:50, 10 October 2003
  • ...here will be vague but hopefully enough that you will have a grasp of what's going on when you're reading the remainder of the chapters. ...r and displays it for the local player but it also passes the local player's choices back to the server.
    8 KB (1,401 words) - 03:22, 28 November 2005
  • ** hover tooltips contain variable's current data
    2 KB (368 words) - 02:56, 6 October 2006
  • '''Exec Functions''' are [[Legacy:Function|function]]s that a player or user can execute by typing its name in the [[Legacy:Consol ...our console command by simply adding those parameters to the exec function's definition:
    4 KB (593 words) - 03:29, 18 October 2008
  • // Call the ElevatorMover's Move function (there's a page that explains this you can link to: [[Legacy:Create A Subclass|Creat
    2 KB (220 words) - 06:18, 19 November 2007
  • ...find Computer Games there, and suprisingly I found UT sitting there, in it's GOTYe goodness. So I buy it... ...tch again. OH! Wait a second! I have no more modem! I go back to my cousin's house and put the patch on my CD-R. Problem solved.
    1 KB (241 words) - 12:59, 7 August 2007
  • '''Chip:''' Is "extend" the best word for the title, since it's similar to an Unreal Script keyword? Granted the context is very different,
    1 KB (230 words) - 11:26, 24 November 2003
  • ...mands at compile time. Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar|console bar]]. (without the "#exec") Currently in the ;MIPS : (optional) OFF or ON. Generate [[Legacy:MipMap|MipMap]]s.
    8 KB (1,148 words) - 15:00, 7 December 2004
  • ...e actual development and project organisation. But so far nothing. So here's a short recap of the past. ...k or maybe even a kart), but currently we are not on that stage yet, so it's useless for the moment. Right now 6 people dedicated for the project (2 pro
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...hey are loaded) (available in the nest UT2003 version (2136+)). I think it's best to implement it sort of the same way as the MapList editor, to use an Telnet is very simple, it's just 7bit ASCII and nothing more. But there's a litte bit more, Telnet Commands, these can be used for special actions li
    15 KB (2,477 words) - 02:28, 3 March 2004
  • ...e issue: multiple classes with the same name in diffirent packages. So let's see you have the following: ...But I need to check on types of dynamic array, class and inline enums. It's still very fast :)
    18 KB (3,341 words) - 02:29, 3 March 2004
  • At the moment, there's only one protocol that can be considered a standard: the GameSpy protocol. ...[http://www.udpsoft.com/eye2/ ASE]) will adopt this specification once it's complete.
    9 KB (1,341 words) - 02:32, 3 March 2004
  • ...will create log files which can be converted to statistics just like Epic's ut2003stats.epicgames.com LocalStats is a server actor so it will not show Epic's Mark Rein on you screen whenevery you kill three enemies in a row. Isn't th
    4 KB (614 words) - 03:27, 10 May 2004
  • ...list of all accepted entries. I wonder if UnCodeX has a chance in the Tool's section, I don't think my other mods have much chance in winning something. But it's not like I did those projects for the money, I think people creating mods/e
    39 KB (6,923 words) - 02:33, 18 August 2004
  • '''Enigmatic:''' Thank you. Hopefull I'll be able to add to this wiki, as it's already helped me a great deal. I started with the Clear-Z trick for porta
    873 B (136 words) - 08:41, 21 April 2004
  • ...ods of completion which are defined by the [[Legacy:ErrandGoal|ErrandGoal]]s. ...ame... for example, the dude has goes to pick up his dry cleaning after he's kidnapped by the Rednecks and dressed in the [[Legacy:Gimp Suit|Gimp Suit]]
    4 KB (534 words) - 00:06, 17 October 2004
  • ...n class of inventory item from a certain person. Example: Get Gary Coleman's autographed biography on Tuesday, setting off a scene where the police raid
    793 B (94 words) - 00:14, 17 October 2004
  • ...] to report that the dude has pissed into it. Example: Pissing on your dad's grave on Wednesday.
    508 B (61 words) - 00:20, 17 October 2004
  • This commandlet exports the cacheable classes from a package to that package's UCL file for custom mutators, weapons, gametypes, vehicles, crosshair packs ...ppended. So you might want to add something like the following to your mod's build batch file:
    2 KB (301 words) - 06:21, 19 November 2007
  • * America's Army: Special Forces * Brothers in Arms: Hell's Highway
    2 KB (225 words) - 07:47, 17 September 2013
  • if (j > 0) Log("Package '"$cmd$"' was removed "$j$" time(s).", 'Remove');
    9 KB (967 words) - 06:16, 19 November 2007
  • ...estruction in a short range at the expense of quickly expending the weapon's ammo.* *This firing mode has a minor error that shows up in UT2004's log,
    13 KB (1,142 words) - 23:47, 25 October 2007
  • ...eExempt<sup>UT2004</sup>: This class should not be exported to [[UCL file]]s. Only has an effect for classes that are exported by default. ...category, categories with no name can be specified by inputting the class's name where the variable is declared in. This is just like ''CollapseCategor
    10 KB (1,559 words) - 18:22, 28 January 2013
  • ...real game, but actually Groove Games/BrainBox's Land of the Dead game. It's difficult to find things that don't depend on the game-specific things, but ...much of an example (you can still find my old IRC client online, but there's not much hope of using it for anything anymore). My mods to LotD are norma
    13 KB (2,154 words) - 10:53, 29 November 2009
  • ...g up the list of emitters to play with under Emitter properties. So, that's no fun. I still have yet to look at this MeshEmitter thingee, but perhaps ...on and base for, so that it wouldn't absolutely totally suck down CPU. It's still pretty intensive, as it would appear that Radius iterators do not dea
    22 KB (3,790 words) - 23:34, 23 January 2007
  • log("ZombieZilla playing on Blade's Invasion Game.. hope this doesn't fuck up your settings!");
    2 KB (249 words) - 19:38, 30 March 2006
  • ...fects!).. and the second thing, which I like the most about it, is that it's not nearly as uniform as the distance fog .. and the third thing is that it
    4 KB (685 words) - 09:15, 6 April 2006
  • ...?:eoperator\\|ivate\\|otected\\)\\|ublic\\)\\|re\\(?:liable\\|pnotify\\)\\|s\\(?:erver\\|i\\(?:mulated\\|ngular\\)\\|kip\\|tatic\\)\\|tra\\(?:nsient\\|v ...(?:move\\(?:I\\(?:ndex\\|tem\\)\\)?\\|pl\\(?:ace\\)?\\)\\|ight\\|ound\\)\\|S\\(?:et\\(?:State\\|Timer\\)\\|in\\|leep\\|merp\\|p\\(?:awn\\|lit\\)\\|q\\(?
    8 KB (765 words) - 11:48, 1 December 2010
  • 3. In team-based gametypes, the EONS Mine Layer's secondary fire targeting laser is team-colored.
    9 KB (789 words) - 00:06, 5 November 2007
  • ...fication of the UT2004 ONS Grenade Launcher intended to improve the weapon's usefulness in a variety of situations.
    10 KB (841 words) - 01:10, 5 November 2007
  • ...bool bSkipFire; // If true, it ignore this shot and pass it to it's linked weapon FireSoundClass=sound'ONSVehicleSounds-S.TankMachineGun01'
    16 KB (1,240 words) - 15:25, 8 February 2008
  • ...akes good players easier to see - it doesn't change the size of the player's collision cylinder.
    1 KB (177 words) - 15:45, 2 May 2003
  • ...oad: [http://www.planetunreal.com/slick/v2_custom_scripts.htm Slick Willy's Custom Scripts]
    457 B (57 words) - 08:05, 19 November 2007
  • ...Script byte code for ''While'', ''For'' and ''Do...Until'' loops.), but it's considered bad coding practise to actually do so. ...d within functions, although it is rarely used there. For state flow there's also GotoState( Statename, label): see [[Legacy:State|state]] for more on t
    12 KB (1,754 words) - 00:57, 18 July 2006
  • ; <function modifiers> : Keywords that specify aspects of the function's overall nature and behaviour. bReturn = MyFunction(False, Number, "Hi there!"); // save function's return value in another variable
    9 KB (1,409 words) - 08:10, 23 May 2006
  • ...ing text actor (i forgot were it is :\) and place it by the scoreboard. it's defaulted to say what the score is, so thats it. You can also make it say w
    2 KB (269 words) - 11:43, 15 March 2004
  • Customized Graphical User Interfaces can automatically analyze a given level?s static geometry, determine the tactical significance of different areas, an ...ation changes significantly. Obviously, if the AI or its target dies, that?s a good time to reconsider the current target.
    8 KB (1,276 words) - 02:00, 7 April 2006
  • ...// relative to the player's view
    2 KB (192 words) - 17:46, 13 June 2004
  • ...ournament, the radius of the spherical "fog" can be specified in the light's properties by setting the VolumeBrightness, VolumeFog, and VolumeRadius pro '''EricBlade:''' I'm curious as to if anyone knows a way to attach an emitter's particles to a moving base? I've managed to create some really great looki
    4 KB (754 words) - 20:23, 28 November 2006
  • ...product has the most recent bytecode, and it also frees me from using Epic's bytecode.) ...f copyrighted art I used I don't feel that a release is appropriate, so it's a bit of a tease, but I didn't want everyone to think I was idle. Just as a
    8 KB (1,406 words) - 12:41, 24 December 2007
  • ...rawing, all sparks will be aligned around an invisible vertical axis so it's as if you're using a lathe. Lathe_2, _3 and _4 draw multiple sparks at regu ...he maximum brightness and then disappear. ''FX_Area'' determines the spark's lifetime by setting their initial brightness. A high ''FX_Area'' value make
    9 KB (1,276 words) - 16:33, 17 January 2005
  • ...tag; add several triggers around your map and set the event to the amoeba's tag (to keep it constantly aggressive) and there you have a working amoeba! ...sterPawn Bird1, is it possible to export the Bird1 animation along with it's script sequence from UT over to UT2003?
    2 KB (325 words) - 23:28, 10 November 2016
  • ...e time limit for your assault level you need to open the last FortStandard's properties and select defense time and put what ever you want the time limi ...them to both a Movers Tag and Event, and neither seems to fire them off. :S?
    5 KB (826 words) - 20:58, 12 August 2016
  • ...ould affect. The ZoneGravity and TerminalVelocity settings of the new zone's ZoneInfo can then be set appropriately. ZoneVelocity can be used instead of
    2 KB (372 words) - 01:55, 7 April 2006
  • You can set the player's FoV by setting [[Legacy:Pawn (UT)|Pawn (UT)]].FovAngle or calling [[Legacy: ...ainly what I do, seeing as even with my DSL I lag really bad sometimes. It's funny to take the rocket launcher and blow off a snipers head though :)
    1 KB (196 words) - 21:30, 13 January 2005
  • ...mebutton.jpeg|]] and choose '''[[Legacy:WaterVolume|WaterVolume]]'''. That's all you need for now. '''\/\/0RF:''' Someone please follow Tarquin's suggestion, as this tut alone clearly shows that there are a lot of differe
    4 KB (709 words) - 00:25, 23 December 2007
  • ...com/review.php?revid=302 AS-INF-Frozen]: an attempt at assault mapping. It's very very detailed! I literally flooded the map with custom decorations. It ...o Pack #2] <br />[http://www.essi.fr/~cortina/decos/freondecos3.html Freon's Deco Pack #3]
    2 KB (335 words) - 00:56, 18 July 2006
  • ...been mainly adding dirt, features or team colours/symbols on someone else's base textures. I have a comprehensive graveyard of unfinished maps with som
    3 KB (527 words) - 09:56, 21 December 2002
  • There's one or two on their way in the next couple of days - promise! '''Tarquin:''' BTW there's a gathering of journals at [[Legacy:Developer Journals|Developer Journals]]
    2 KB (305 words) - 12:59, 15 October 2002
  • '''Wormbo:''' Yeah, it's neat, but it still needs some work. I've redone the Properties section. ...mes were moving like that, so I decided to find out and I looked at curse3's little area. Now you can just replace that old sheet with one of these for
    6 KB (823 words) - 06:00, 15 July 2009
  • ...e unreal script classes interact, not an easy task. I hope some of you pro's might be able to lend a hand here. I can help a little myself but I'll be l ...ite sure how to reword it.... anyway, ShockBeamCoil is NOT the shock rifle's beam. ShockBeamCoil is that ribbonlike thing that twists around the beam on
    4 KB (665 words) - 19:50, 22 January 2006
  • ...]. It's this that stores all the [[Legacy:Unreal Resource|Unreal resource]]s: maps, textures, compiled UnrealScript classes, etc. * UNR file / UT2 file - [[Legacy:Map File|Map File]]s
    4 KB (548 words) - 13:16, 10 March 2008
  • ...re.ModeDoFire() is called. As well PlayerController.Fire() is called. It's important to note that these are two distinctly separate chains of events. Pawn.Fire() checks to see if there's a valid weapon, and if so executes Weapon.Fire(). You'll note the check ag
    5 KB (790 words) - 20:58, 9 January 2004
  • ...ment in a small boring town with my girlfriend. I just got a new rig... it's my real baby. Not incredibly top of the line, but it works for what I need '''Piglet:''' There's nothing wrong with sucking up knowledge :)
    2 KB (315 words) - 07:03, 31 January 2004
  • * [[Legacy:Home Page|Home Page]] &ndash; the site's entry point
    2 KB (249 words) - 13:25, 28 August 2006
  • ...art rant, part scientific paper. Of course it's not actually paper, but it's still called paper for traditions sake.==== Here's a brief timeline of theories on what created the universe:
    54 KB (9,451 words) - 07:01, 16 March 2006
  • ...nal rules-based artificial intelligences, but when it comes down to it, it's still rules, with a little bit of depth added by making things less clear-c ...t might be taken to cause the current situation to resemble that of the AI's ideal sitation. These steps are further broken down into actions that would
    11 KB (1,915 words) - 07:42, 31 August 2003
  • ...the same rear view of that same test fighter with the crooked fin, so here's some screenshots with other ships." However, I realized that I had only tak ...from it's front. Thusly, I've been careful not to post any pics showing it's front. ;)
    6 KB (1,033 words) - 20:08, 29 May 2007
  • ...allow the level to run before the level is actually "run." That is, there's only the one level that is ever played in, but that level is loaded while t ...is really fast. It's kind of neat, but also kind of bad. Specifically, it's kind of bad because it feels unnatural to be dumped into the game when you'
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...ding ramp, a couple of guns, plus extraneous armor plating, etcetera, that's looking at 10 or more Karma simulated actors per ship.. more for larger shi ...is standing still, the pawn continues strafing right endlessly on Player B's machine. For obvious reasons, this is a problem.
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ===furrycat's mods and stuff=== ===furrycat's tutorials and ramblings===
    2 KB (363 words) - 05:56, 9 July 2003
  • local string S; // Figure out the server's port.
    5 KB (755 words) - 18:49, 30 March 2006
  • ...erty to True can fix Z-order problems with complex [[Legacy:Shader|Shader]]s. For example a Shader that uses a texture with an [[Legacy:Alpha Channel|al ; FB_Translucent : Creates a new alpha channel based on the material's brightness. Darker areas will be more translucent, brighter areas will be l
    2 KB (302 words) - 13:02, 5 March 2005
  • One of the flagbase's (There are two, one for each team. )
    3 KB (258 words) - 04:53, 20 May 2008
  • ...[[Legacy:Controller|Controller]] classes and [[Legacy:Postal 2|Postal 2]]'s AI controllers.
    5 KB (499 words) - 00:25, 17 October 2004
  • ...between the engine's [[Legacy:Pawn|Pawn]] and [[Legacy:Postal 2|Postal 2]]'s pawns. ; bool bCanEnterHomes: This pawn can use [[Legacy:HomeNode|HomeNode]]s
    7 KB (918 words) - 00:50, 17 October 2004
  • ...egacy:PlayerController|PlayerController]] and [[Legacy:Postal 2|Postal 2]]'s [[Legacy:P2Player|P2Player]].
    696 B (80 words) - 16:26, 28 May 2004
  • Causes the dude to say something, but only when he's looking directly at this actor. Used in many maps where the dude can commen
    598 B (82 words) - 00:21, 17 October 2004
  • ...nterested in making Assault maps, and hopefully good Assault maps, as that's something the UT2004 world seems to be severely lacking at the moment.. Wi '''Graphik:''' I wouldn't worry about duplicating things MarZer's working on; he hasn't been around in a while.
    2 KB (368 words) - 10:07, 19 July 2006
  • ...the engine's [[Legacy:GameInfo|GameInfo]] and [[Legacy:Postal 2|Postal 2]]'s game types. ...lid: Whether the GameInfo is valid. Defaults to true but complex GameInfo's should default to false and set it true when they become valid.
    6 KB (808 words) - 05:15, 18 October 2004
  • ...etc) and everything else will adjust appropriately. (if nothing else, it's good CSS policy to do things this way) That's all there is to it. Feedback is welcome.
    2 KB (383 words) - 23:13, 9 December 2004
  • What am I up to? Let's find out... Well, it took longer than I had planned (work's been kinda hectic lately), but I finally got [[Legacy:Assault Mapping Tutor
    1 KB (175 words) - 14:48, 7 February 2008
  • ...faceOscillator. Ripples can propagate beyond that distance, and indeed it's better if they
    2 KB (323 words) - 14:53, 18 November 2005
  • ...material factory selectable as "Real-time Procedural Texture" in UnrealEd's '''New Material''' dialog window. This factory creates materials that are a
    1 KB (156 words) - 15:04, 24 June 2006
  • # Missile should't adjust it's trajectory too much at once. For example, it shouldn't turn the direction w ...)) at tick N+1, then Acos(Normal(V1) Dot Normal(V2)) <= MaxAngleDelta. Let's set it to 0.0015. This means that if missile speed is 1000 UUs/second and o
    5 KB (640 words) - 00:52, 18 July 2006
  • ...cy:Game Ini File|game ini file]] (in the Engine.Engine section), unless it's a network game in which case the DefaultServerGame entry is used. ...elayedStart : ''True'' if the start of a [[Legacy:Controller|Controller]]'s game start is delayed and ''false'' if it is not delayed.
    34 KB (4,705 words) - 13:54, 7 April 2008
  • ...ctor|actor]]s and sizes of [[Legacy:Collision Cylinder|collision cylinder]]s are all measured in these units. The [[Legacy:Unreal World|Unreal World]] c One UU doesn't actually ''mean'' anything in the real world, it's just something within the engine.
    19 KB (3,048 words) - 04:14, 24 September 2007
  • * Why it's best to keep brushes on the grid. See, the [[Legacy:Snap To Grid|Snap to Gr
    432 B (69 words) - 03:21, 25 May 2003
  • Allows a specific tag and time to be set for each sequence in the mover's [[Legacy:Keyframe|keyframe]]. It also adds three new states:
    1 KB (172 words) - 00:39, 10 August 2007
  • To get hold of a game's GameReplicationInfo on a network client, get it from <tt>Level.GRI</tt> or ...ated) : Searches for [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]s and adds them to the PRIArray. Also calls the TeamSymbolNotify function on
    5 KB (650 words) - 11:09, 9 January 2006
  • ...or class references and properties/methods. This notation implies that it's one of those, and that you actually have to refer to this property as "Adva ** because it's basically a menu-like grouping for convenience.
    6 KB (866 words) - 03:35, 24 September 2004
  • ...ask yourself the above question: why does it need to stand out so much? It's up to the reader to give your article his/her attention, not up to you to g A fact that there's no escaping is that most of the procedures described on the site involve ma
    5 KB (754 words) - 16:04, 10 January 2005
  • ...arch'' function, and it reduces the possibility of people duplicating what's already written (although a new slant on things is often good). [[Wiki:Link ...ss they make a sentence really clumsy. Write <nowiki>[[Legacy:Actor|actor]]s rather than [[Legacy:Actor|actors]]</nowiki>. This helps quickly see what l
    8 KB (1,358 words) - 14:24, 21 January 2006
  • Here's what [http://www.wikipedia.com Wikipedia] has to say on starting new pages: ...e, helpful) information is welcome! Of course, if you can write more, that's all the better.
    4 KB (728 words) - 18:02, 20 January 2006
  • ...he ground - in which case, your gravity settings will influence the player's movement. More technically, gravity only affects players when they are in P ...that move players around the tunnel you'd have to use velocity. (which let's me think of nice traps - Can you trigger Velocity/Gravity on and off? ;)
    4 KB (673 words) - 09:04, 15 February 2008
  • Here's how to make a ghost for your level. Just download [http://www.geocities.com
    941 B (162 words) - 14:04, 21 September 2004
  • ...make a significant impact on the game and to appreciate each other player's involvement. A game should allow each player to have a significant impact o ...rules, a player is constantly comparing their situation to their opponent's, and attempting to do better.
    4 KB (711 words) - 14:13, 4 November 2005
  • ...t of all, although you can, you don't want to use UnrealEd for coding. It's great for making levels, but really inferior for coding. Instead, by far t ...Hello World|UnrealScript Hello World]] and see if that is less scary. It's going to do everything by hand and the long way without using any of the to
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  • '''Tarquin:''' Yup, it's best to wait till they edit. Otherwise they may get a little freaked out! (
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  • // Half of the PlayerIcon's texture size. // Get the player's rotation and position on the map.
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  • ; class<[[Legacy:Mutator|Mutator]]> MutatorClass : Class of this gametype's base mutator. (Default is Engine.[[Legacy:Mutator|Mutator]], [[Legacy:Death ...r|Actor]] Other) : This function is called from any [[Legacy:Actor|Actor]]'s <tt>PreBeginPlay()</tt>. If this function returns ''true'' the actor contin
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  • * Avoid putting your specific ideas ahead of the audience's generalized needs. ...from. You'll need to create a link on at least one page to get started. It's a good idea to link from any page that is relevant.
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  • If you find any bugs you can post them at the bottom of this section, there's a bug section over there. ...nish a script you can see it on the IRC_Scripts page ;), but not before it's finished :))
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  • ...p Browser''' is one of several [[Legacy:Resource Browser|Resource Browser]]s in the [[Legacy:UnrealEd Interface|UnrealEd Interface]]. By default it is d * Add Selected Actors to Group(s)
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  • ...gging in again &ndash; there's a special [[Legacy:Log In|log in]] page, it's not done at the Preferences page. Do you know your password? If not, I can ...ather is a lot. I'd like the crash protection (it works nice on my friend's comp), the better use of my RAM (I have 768MB, hacked for WinME), and the u
    6 KB (1,083 words) - 05:02, 24 December 2002
  • ...lass '''GameObjective''' (or rather subclasses thereof) are part of UT2003's [[Legacy:Bot Support|bot support]]. While a GameObjective is "active", [[Legacy:Bot|bot]]s of one team seek it out, bots of the other try and defend it. When the atta
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  • ...oad.beyondunreal.com/ Overload] is one of the things I've worked on. There's some other projects of which [http://nil.sf.net/ one] has gone inactive and
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  • To get hold of a game's GameReplicationInfo on a network client, get it from the [[Legacy:Replicati
    816 B (97 words) - 09:55, 10 January 2006
  • ;bool bBoundToParent: Use the Parent's Bounds for all positioning. ...eleaseClick: If True, this component wants the click on release even if it's not active.
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  • ...s are ignored. This can lead to some funny display problems if the slider's default value is outside of the minimum and maximum values set.
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  • ...text. It's probably more complex than you are expecting - but at least it's easy to use.
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  • ...lly available in all classes. Due to [[Legacy:UnrealScript|UnrealScript]]'s strict object-oriented approach, they're actually methods of the [[Legacy:O ...tax]]) and most of them are also [[Legacy:Static Function|static function]]s.
    16 KB (2,599 words) - 09:40, 14 July 2010
  • ...but we included it anyway because that was our policy- to include everyone's work. Of course now I know much better :) Anyway, this is how our mod started. It's been a fun ride ever since.
    6 KB (1,037 words) - 10:22, 16 April 2003
  • ...ow allows programmers to properly manage modifications to the engine or it's components. ...e pages. Please be careful about content, and if you believe someone else's information is wrong, please make sure to resolve it with them first before
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  • ...cy:GUI|GUI]] system's only interface to the world of [[Legacy:Actor|Actor]]s. ...and [[Legacy:Console|Console]] are both [[Legacy:Interaction|Interaction]]s without being a subclass of eachother.
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  • ...does, a trace is taken between the projectile's location last tick and it's current location to see where exactly the projectile should have impacted. ...ss to use Karma physics on the bombing run ball because it's a ball and it's physics could be simulated using less CPU without Karma.
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  • ...[Legacy:Inventory|Inventory]].HandlePickupQuery() is called for the player's inventory to possibly handle the pickup query. ...awn dies. Returning <code>True</code> prevents the death and sets the pawn's health to at least 1. Usually you will want to set it to a higher value, th
    9 KB (1,295 words) - 20:56, 28 June 2007
  • ...lly available in all classes. Due to [[Legacy:UnrealScript|UnrealScript]]'s strict object-oriented approach, they're actually methods of the [[Legacy:O ...tax]]) and most of them are also [[Legacy:Static Function|static function]]s.
    8 KB (1,334 words) - 06:20, 26 January 2023
  • [[Legacy:Application|Application]]s used for working with textures and [[Legacy:Texture Creation|Texture creati ...better with each release. Almost comparable to PhotoShop. Unfortunately it's also becoming just as expensive.
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  • ...[[Legacy:ScoreBoard|ScoreBoard]] or some other Canvas-aimed class. So let's start with something simple: a button. It will call the SetupStuff() funct //Set up our player's stuff!
    6 KB (903 words) - 05:40, 24 March 2009
  • ; InternalOnAdjustTop (GUIComponent Sender) : Called by MyScrollText's delegate OnAdjustTop, stops text scrolling. Now, if you want to intentionally go to the next line, there's something specific for that. The var '''Separator'''. If you set this, it
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  • ...cure permission for public distribution though, it'll be available when it's done.) ...his something that might be of use to anyone? I don't want to waste anyone's time or wiki space if I'm just talking to myself here. I plan on getting to
    2 KB (315 words) - 07:24, 10 August 2003
  • ...n the bots should be logged. This property is not used anywhere in UT2003's UnrealScript code. .... Loops through the [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]s to gather their score and deaths.
    4 KB (594 words) - 16:43, 26 February 2006
  • ...se these are the spellings found in Unreal Engine script comments and Epic's documentation.. So "color" rather than "colour", "modeling" with just one " It's a good idea to make a redirect page for the English spelling.
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  • ===It's a small world, but it's all mine=== '''Corran:''' Hey Gehn, it's Matt here from Unreal Racing. How you doing?
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  • * tells [[Legacy:Ucc|Ucc]] which [[Legacy:Package|package]]s to compile ...'s here that you can add [[Legacy:Custom Brushbuilder|Custom Brushbuilder]]s.
    8 KB (1,095 words) - 10:48, 11 February 2010
  • ...its WinHeight from its embedded [[Legacy:GUIComboBox|GUIComboBox]] object's default height. Beware of this property! It is True ''by default'', and tha
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  • ...e does not matter, so the player's choices really don't mean anything. It's pointless. ...n you avoid imbalance in your game, without making it dry and boring? Let's just say we're balancing weapons right now. The above points become demons
    19 KB (3,481 words) - 22:26, 2 December 2005
  • ...amPlayerReplicationInfo|TeamPlayerReplicationInfo]] HolderPRI : The holder's [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]. ...cking up flags in vehicles. When a vehicle picks up a flag, the controller's pawn is a [[Legacy:Vehicle|Vehicle]], causing some accessed nones and other
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  • * UT's AdminLogout() function has new stuff * UT's GetInfo() function has new stuff for WorldLogging, DX doesn't
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  • ...org freekick.org] is a (european) football management game in its crib. It's free and you are always welcome to try it out and<br />give some creative c
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  • ...more sophisticated, inside (mapping, engine) and out (gameplay). The jury's still out on whether or not I like it more than Q3. I don't use e-mail anymore unless it's absolutely necessary (eg., to sign up for something) because of spam. My pr
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  • ...an item. This is spawned automatically by the ScriptedPawn code during it's StartUp state. There appears to be no need to place them explicitly. ...dPawn that spawns this actor. Unfortunately, I do not have ''this'' actor's code and can't confirm any other Properties, Functions or the Package name.
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  • ...a "perfect" solution to organizing info in this type of community, but it's the BEST thing I've come across SO FAR. :) ...on the back-burner '''[and some of which are being created as I learn UT3's quirks]'''.
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  • {{innerbox|gmax® is a free 3D modeling and animation tool based on Discreet's award-winning 3ds max® software. Built for gamers to create their own in-g ...n GMAX and 3d max plugins/scripts] . MD3 is the format Quake3 uses for it's models. Put the dle file in the plugins directory. The next time you load G
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  • * '''2267''' In the Green's World Rebellion, three thousand miners revolt against harsh working conditi '''Legal:''' I can't speak for anyone, but here's the source I guess: http://www.unrealtournament.com/general/timeline.php
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  • ...genre with Quake and quickly got into mapping with the BSP editor by Valve's Yahn Bernier because I was intrigued by the possibilities. Prior to this, ...f Pancho Eekels' [[Legacy:CTF|CTF]] level for UT (used by permission). It's nothing particularly stunning, I just liked the level.
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  • Here's a simple node that adds together its two inputs: As an example here's evaluate for the 'less than' node:
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  • ...f myself... I need some way of storing and manipulating these things so it's time for a fresh class: The GPmaster: ...n't know what info will be returned by the other game code (the stuff that's actually running the trials ) so we make this gpmaster class somewhat abstr
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  • ...random then replacing the tree below it by new randomly generated code. It's pretty straightforeward: So, having coded up routines to mangle GP trees in various ways there's a need for something to actually organise the planned orgy of interbreeding
    4 KB (600 words) - 08:02, 19 June 2003
  • ...ues... go there now and give those bots some more training... go on! there's a high score table and everything :) ...ink classes that I need to get to grips with anyway so what the hell.. let's go!
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  • ...on : I think this tells whether Quick MD5 checks are performed on a client's code packages.
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  • There's nothing about Golem on the wiki yet.
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  • Unreal's <tt>ucc make</tt> command is very disappointing since it does not examine d Here's a handy makefile for cygwin users. It goes in the same directory as the so
    3 KB (393 words) - 06:25, 19 November 2007
  • ...f mapping were spent in UEd3, i have been finding myself more fond of UT99's UEd2, the lack of support for high poly meshes mean that my sucky UT2k4 map ...ting for [http://MVPB.net MVPB], and mapping in sorts for [[Legacy:T1|T1]]'s slaughter.
    839 B (147 words) - 22:29, 17 March 2005
  • ...ONP, SevenB, and Unreal1 over and over again? And then I answer myself; it's because: # Graphics. I like the 'sucky' [WetTextures] WAY more than [FluidSurfaceInfo]s; at high res and color they get a never-ending infinate detain, just zoom i
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  • Using the same priciples of my distortion effect, but applied to a player's skin to recreate a "predator" type invisibility effect.
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  • .... do you do anything Unreal related or do you just belong to a lot of Wiki's?
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  • It cannot directly save sounds as .uax ( [[Legacy:UAX_File|UAX_File]] ), UT's internal sound package file format, but [[Legacy:UnrealEd_2|UnrealEd_2]] ca .ogg - OGG vorbis (UT uses this as it's music format)
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  • ...free to move it, rename it, refactor it, whatever. In its present form it's basically just raw data. ...e of interacting with the player - they [typically] don't really care what's going on in the world, and are not bound to the GUI. The GUI is simply the
    12 KB (1,842 words) - 15:24, 1 September 2012
  • * [[Legacy:Ucc|Ucc]] &ndash; Unreal's general-purpose command line application.
    824 B (117 words) - 16:09, 31 December 2006
  • ...se. They're too long to load and there is simply ''too much going on''. It's unrealistic to give people the ENTIRE content of the site on a single page. ...about the Home page's organization. Is the above not clear from the way it's presented?
    10 KB (1,650 words) - 02:11, 15 February 2008
  • ...news, and [[Legacy:Featured Pages|Featured Pages]] for a rundown of what's new and cool. ...ent single download on [[Legacy:Offline Wiki|Offline Wiki]]''' though. It's smaller, zipped and downloads faster than what any offline reader could giv
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  • Upon pickup, increases a player's <tt>Health</tt> by <tt>HealingAmount</tt>. ; int HealingAmount : Amount to increase a player's health by. Will not cause health to exceed default value (ie go over 100,
    870 B (117 words) - 17:53, 25 November 2006
  • Additionally, there's a plaque which shows the name of the hero. Mappers may build their own plaq '''Dark Pulse:''' Well that's pretty nifty... Imagine building a big Coliseum-type level, and having this
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  • ...vector of length 200 pointing in a direction corresponding to the HomeBase's rotation.
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  • ; float HudCanvasScale : Specifies amount of screen-space to use (for TV's). ...solution divided by 640 by 480. It is updated at the beginning of the hud's PostRender from Canvas.SizeX and Canvas.SizeY.
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  • When you open an Epic map for the first time, you think "sheesh! what's all that!". Maps are full of ''stuff'', even more so with the higher level ...iewport Caption Context Menu|Viewport Caption Context Menu]] -> View there's a list of types of things that can be hidden or shown.
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  • ...] here and have a short look at Botpack.[[Legacy:UT_BioRifle|UT_BioRifle]]'s alt fire mode. ...ction which in turn calls the [[Legacy:TournamentWeapon|TournamentWeapon]]'s (Alt)Fire function. This function might be overridden in subclasses of actu
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  • (let's see how inventive your browser is with multiple bullet lists... ;)) ...nventory (UT)]].HandlePickupQuery &rarr; recursively called for the player's inventory items
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  • #The pawn's PendingWeapon property is set to the new weapon. #If the pawn's Weapon and PendingWeapon are already the same switching is aborted and noth
    2 KB (312 words) - 11:07, 15 August 2002
  • ...ygon counts this time around, because these meshes utilize your video card's T+L unit. They are created in an external 3D modelling program, such as [[L Static meshes have a collision hull that's separate from their visual appearance. That collision hull can be either i
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  • # Immediately release left mouse button to release the Impact Hammer's stored energy.
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  • ...layout, I think it won't last though, check out [[Legacy:Tarquin|Tarquin]]'s 2 pages of signings ;-)
    2 KB (266 words) - 06:22, 18 September 2002
  • ...news, and [[Legacy:Featured Pages|Featured Pages]] for a rundown of what's new and cool. ...ent single download on [[Legacy:Offline Wiki|Offline Wiki]]''' though. It's smaller, zipped and downloads faster than what any offline reader could giv
    5 KB (777 words) - 17:18, 19 June 2009
  • The HUDMutator class is used in Epic's Relic mutators, because UT 400 didn't have the Mutator.NextHUDMutator varia
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  • ...the first things i wrote in unrealscript with [[Legacy:Aphelion|aphelion]]'s help)
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  • ...ome stray log statements and whatnot. It's your personal page though so it's up to you.
    6 KB (737 words) - 04:41, 20 July 2003
  • ...registered as HUD mutator. To go through all HUD mutators use the mutator's NexHUDMutator variable. ; color DrawColor : The message's text color.
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  • ...ext=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [http://forums.beyondunreal.com/forumdisplay.php?forumid=13 Unreal Developm ...input the player's position. Is there any function that can call a player's x,y, and z coordinates?
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...n as a vector and turn it into a set of screen co-ordinates. Of course, it's also possible to use the client-sided interaction to spawn a HUD, and use i ...tator. That's very similar to what Will did above, only you set the player's HUD instead of spawning an interaction for him.
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  • This is an useful function extracted from Microsoft's old sample code, modified a little by Rei for her own product. Note that th // S Saturation from 0 (gray) to 240 (full color)
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  • ...d other "non-special" (bSpecial=False) [[Legacy:LocalMessage|LocalMessage]]s are not stored here. ...sed to mark a targetted object. Currently only used by the BR BallLauncher's secondary firing mode.
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  • ...apon by taking an existing one and monkeying about with the parameters, it's much harder to figure out the chain of events that cause a weapon to get fi '''Note:''' There's a small error above. The ProcessTouch function isn't called by the engine.
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  • ...ice, there's probably more than one way to use your weapon, assuming there's an alt-fire function. This all means we're going to have to do a little wor ...l bLeaderFiring) : return true if the bot should focus on the leader of it's Squad. The best example of this is the Link Gun.
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  • ...' See [[Legacy:Lag Compensation|lag compensation]] for a discussion why it's neccessary to replicate the servertime constantly. It might be desirable to ...efore we do the hit detection trace. Thsi will get more clear later but it's really the most important thing and why we do all this in fact. This will d
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  • ...go through and it appears that each tool has it's own XMI like format. It's quite a mess. But most annoying would be that even though you can dump ever
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  • ...to introduce a hall of mirrors effect, you can do so by setting a surface's 'invisible' flag to true. This, of course, only causes a HOM effect on surf NOTE -> HOM's Are VERY VERY Bad, and Ugly !
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  • ...community.com/forums/showthread.php?threadid=266017 forum thread] in Atari's UT2003 coding forum.''}} The absolute first thing that enters into a coder's head when they see a recruiting post is: "Why should I work for this guy?"
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  • ...e average man can chew. I think small and end up with something huge. It's not unfair to say I deserve a lot of the frustrations I get. But still... ...g the difference between 'to' and 'too.' But that's not what happens! It's more like this:
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  • ...rible. Even besides my very novice modeling skills, it's replication that's really getting to me. ...snug around the ship. But about half of it doesn't collide at times. It's got me confused.
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  • ...ction. If the level is paused and the person who paused it is the one who's firing, it unpauses the level but does not fire the weapon. There's no code here! Normally you would expect to see the Fire method implemented
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  • But the model look decent and will be nice when it's skinned. Im keeping the poly count low
    3 KB (539 words) - 03:48, 5 August 2003
  • First of all, let's [[Legacy:Set Up Package Folders|Set Up Package Folders]] with the base name ...there are always a few like "package hunted.u couldn't be found" but that's good, because if UCC MAKE doesn't find it, it will try to compile it.
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  • ...he Torque engine from [http://www.garagegames.com Garage Games]. Though it's off-topic for the wiki, anyone who'd like to help out with the Torque proje
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  • ...well recieved, and I actually got pictures of people playing them, so that's cool. ...d after Alex "Lerxst" Lifeson from the band [http://www.rush.com Rush]. It's pretty simple as maps go, actually I got a lot of inspiration for it from t
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  • ...ompletely different. This is still in progress, though I actually think it's probably done. I'm going to go back to it in about 3 days to look at it wit ...ng for a more faithful adaptation of the source material. The map is in it's infancy, as I put it down to do a quick job on the new Platforms map.
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  • ...ing is to win by any means necessary (short of actual cheating), then what's the problem? ...heating, then they're doing everything possible to win the match, and that's the whole point of playing!''
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  • '''DeepQantas:''' My view: It's all good, since now you know what to do when you start over again. But plea '''Tarquin:''' Zxan, I think there's a FAQ question on this &ndash; could you link from it please?
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  • ...button. Now carefully select the OUTLINE of the FSI. Then resize it so it's flush w/ the canvas ...reas of the water that are invisible because of the opacity mask on it, it's still rendered, so i wouldn't recommend doing this if you have huge gaping
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  • ...icted area, such as someone's house, so that [[Legacy:Bystander|Bystander]]s milling about won't decide to walk into one of these houses.
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  • Anyone who's made a few maps must have tried to make an elevator... #* Alternative: use Tarquin's cylinder builder to create a hollow cylinder
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  • I'm currently working on a mod for Deus Ex (I know that's a little late, but who cares anyway?) so I'm mainly interested in the Unrea
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  • ...akes to complete the objective is determined by the [[Legacy:Mover|mover]]'s MoveTime.
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  • ...tFire, and is in effect a blending of both the Lightning Gun & Shock Rifle's primary fire classes.
    11 KB (1,298 words) - 18:30, 22 July 2007
  • ...r the Shock Rifle, it spawns a ShockBeam effect to make it look like there's a laser beam between the target and the player, it deals damage to the targ ...function. If it is false, it will attempt to fire the ProjectileClass. Let's focus on TraceFire for now.
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  • As for my map, I have a thread over at the Epic Games forums. Here's the link. [http://utforums.epicgames.com/showthread.php?t=605217 Thread]
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  • This is the body text. Here's a link to the [[Legacy:New Contributors Quick Start|New Contributors Quick ...kind of object's properties, yet functions like [[Legacy:Mutator|Mutator]]'s IsRelevant() don't get called on them. This problem can be fixed with the c
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  • ...s are only replicated when they change. However, by default the Info class's <code>RemoteRole</code> is set to ROLE_None, so replication is completely d
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  • ...ssary. (This is not a problem for #[[Legacy:Exec Directive|exec directive]]s though, as long as you enclose the file in double quotes.) * via UnrealEd's [[Legacy:Sound Browser|sound browser]]
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  • ; Wiki ''or'' PPR : Ward's Wiki: http://c2.com/cgi/wiki? [[Legacy:Epic Games|Epic Games]]'s official reference site for the [[Legacy:Unreal Engine|Unreal Engine]].
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  • ...(such as adding a visual effect or changing the HUD or changing the player's properties). All of a Pawn's Inventory actors are in a [[Legacy:Linked List|linked list]] which uses the
    5 KB (715 words) - 19:21, 26 January 2007
  • ...[Legacy:Making Windows|glass]] and [[Legacy:Masked Texture|masked texture]]s such as grilles block players and projectiles. ...brush. This is prone to error and can lead to [[Legacy:BSP Hole|BSP hole]]s.
    2 KB (326 words) - 07:03, 26 November 2006
  • ...r</code> to iterate through much smaller [[Legacy:Linked List|linked list]]s like the pawn list or one of the mutator lists. ; An actor is (not) ''bHidden'' : short for: "An actor's ''bHidden'' property is (not) set to <code>True</code>"
    33 KB (4,858 words) - 01:51, 9 June 2007
  • ...AI has increasingly become one of the critical factors determining a game's success. Programmers dedicated to just game AI are now an integral part of ...iver Media, Inc., 672 pages, with accompanying Source Code CD, $69.95 in U.S.
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  • ...tude act on the speed and size of the circular and wavy parts of a texture's movements.
    3 KB (334 words) - 14:14, 16 December 2005
  • ...ny actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will the '''Tarquin:''' I think that's pretty much covered it. Any ideas on padding this out are welcome.
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  • ...on path, well, moves. Again, this rate sort of "blends" between each point's rate and the rate of the next point. '''Birelli:''' I'm gonna start pulling stuff from Hugh's UMS tutorial and editing it to suit a general concept.
    2 KB (411 words) - 12:22, 15 December 2002
  • ...hese files. In addition, they are used for language localization and that's the origin of the file extension .int for "international" as well.<i>(You c ...file]]s. They consist of one or more sections which start with the section's name in brackets followed by Key=Value pairs.
    12 KB (1,794 words) - 02:44, 10 June 2011
  • ...ument is for those creating GUI menus or [[Legacy:Interaction|Interaction]]s, which are using raw byte key mappings. For that purpose, the two most imp |S
    11 KB (1,627 words) - 15:19, 19 August 2012
  • .... to all '''other''' people without photoshop, paint can work fine. (If it's a screenshot, open Picture editor and resize it first. :))
    6 KB (937 words) - 14:13, 19 July 2008
  • It's important to remember that the black "empty space" is solid, and the actual ...the ''Deintersect'' command keeps the volume that is in hollow space. (It's important to remember that the black "empty space" is solid, and the actual
    11 KB (1,901 words) - 13:56, 11 March 2005
  • ...y. Interactions can use [[Legacy:State|state]]s like [[Legacy:Actor|Actor]]s after they have been initialized. ...Owner : Pointer to the ViewPort that "Owns" this interaction or none if it's Global
    6 KB (943 words) - 22:37, 4 August 2007
  • ...ke a screenshot, please take a look at [[:Category:Legacy Basic Procedure]]s and [[Legacy:UnrealEd Interface|UnrealEd Interface]]. There are plenty of i Images are stored in a flat list, so it's important to give your image file a descriptive name.
    10 KB (1,778 words) - 07:51, 23 June 2005
  • '''Mychaeel:''' What about Maya/Introduction (since there's already [[Legacy:Maya|Maya]] and [[Legacy:Maya/Discuss|Maya/Discuss]])? '''Tarquin:''' What's wrong with this page.... not much of an introduction! I have just installed
    4 KB (699 words) - 16:39, 22 May 2006
  • ...ual [[Legacy:Interaction|Interaction]]s and/or [[Legacy:Viewport|Viewport]]s. The InteractionMaster's properties are declared as transient, i.e. they will not be included when a
    3 KB (442 words) - 06:59, 9 August 2004
  • ...where else. (Since by principle ''all'' classes "hold information," there's not much more to say for it.) The Info class doesn't declare new or override a parent class's properties or methods.
    2 KB (179 words) - 08:02, 24 November 2004
  • ...Legacy:Inventory|Inventory]] in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called [[Legacy:Pickup It's worth mentioning here that inventory items for Unreal Tournament can be tri
    4 KB (431 words) - 07:02, 18 January 2004
  • ...I post under the same name at the [http://absolutetrl.net/forums/index.php?s= Absolute TRL Formus] and even have a [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/ ...hingFactory|ThingFactory]] and a couple of [[Legacy:SpawnPoint|SpawnPoint]]s.
    5 KB (902 words) - 16:28, 11 February 2004
  • ...r 26, 2001. This has absolutely nothing to do with Unreal Tournament. It's just a personal thing. ...ets retired and added to the [http://absolutetrl.net/forums/showthread.php?s=&threadid=19138 retired videos list]. The retired videos list is divided i
    11 KB (1,786 words) - 00:33, 8 March 2004
  • |909 Time (Ike's 909 Beats) |Just me messing around with TR-909 drum machine samples and Modplug's resonant filters
    6 KB (1,113 words) - 17:03, 11 February 2004
  • ==Ike Bart's Fake Albums== ...e album tracklistings. This has nothing to do with Unreal Tournament. It's just another personal thing. Some of these songs even have lyrics partiall
    2 KB (373 words) - 22:11, 10 October 2003
  • ...ns and other items in order to support map flow and make the most of a map's layout. The [[Legacy:Gametype|gametype]] your map is aimed at will influen ...fact, they should be ignored or contradicted from time to time for variety's sake. They are just suggestions to consider while designing the level for
    12 KB (2,033 words) - 21:47, 23 September 2006
  • ...written, it doesn't do much error checking or have many user options. It's a very short program in C to convert files between different image formats, DevIL's load and save functions autodetect file formats, so you can fairly easily c
    2 KB (281 words) - 19:08, 13 May 2004
  • ; function InitFor(Inventory I) : This sets the object's Instigator to the Instigator of the Inventory passed in. *Bullet hit effects (when you shoot dirt, it flies up!) It's handled here too
    2 KB (292 words) - 18:29, 4 March 2003
  • C L A S S I F I E D
    337 B (43 words) - 15:42, 10 March 2003
  • ...ile the script and create an entry in the [Public] section of your package's [[Legacy:Int File|int file]]: if ( M.IsA('WordKeyMut') ) // This mutator's name!
    9 KB (1,223 words) - 09:15, 7 May 2007
  • ...s point of view appears to be entirely contained within another object. It's all UnrealEd Interface trickery of course: the contained object is stored i ...rs... :rolleyes: The [[Legacy:Editinline|editinline]] keyword in the array's variable declaration is responsible for the dark gray area in the first pic
    1 KB (211 words) - 00:35, 2 July 2003
  • ...but make sure you also do a complete backup once in a while because there's nothing more anoying that restoring tons of incremental backups. ...s a little downside that discussion about a document can't be included (it's not nice). A Wiki system might be the solution, it will also keep a record
    6 KB (979 words) - 20:31, 28 November 2006
  • inio's previous work in Unreal Tournament includes several big boxes to play with ...o, Welcome to the wiki ;) (So happy I'm the first to welcome you, i think :S) Anywayz, did you do work on another map based on Zelda ?
    2 KB (331 words) - 10:14, 27 December 2003
  • ...a map form a [[Legacy:Linked List|linked list]] with the first ion cannon's <code>bFirstCannon</code> property set to <code>True</code> and <code>nextC ...rig [[Legacy:Global Function|Global Function]]s are in [[Wikipedia:Radian]]s, so 45 actually means about 7 degrees. Which is why default cannons won't f
    2 KB (352 words) - 21:08, 13 January 2005
  • [http://forums.beyondunreal.com/showthread.php?p=1162551#post1162551 It's Alieeve]! ...rsecting volumes, then players can have multiple shadows. Right now there's some serious bugs is managing the regular shadow (shows up when it shouldn'
    3 KB (459 words) - 09:20, 11 January 2005
  • ...Loki], it's not clear that such a reductionistic approach is desirable. It's perhaps better to craft a flexible central repository for development artif ...ndash; what you can deliver is dependent upon what the IDE can produce. It's not unreasonable to think of UnrealEd as an IDE for developing code and con
    2 KB (318 words) - 06:29, 25 June 2005
  • ...ion, the compiler can only check the syntax. In particular, the expression's result is not validated at compile-time, so it is possible to specify inval ...he condition of a loop or an If statement) '''must not''' change the actor's state or jump to a different state label as [[wp:side effect (computer scie
    4 KB (557 words) - 11:24, 2 January 2010
  • ...w.gamedev.net GameDev.net] and wrote a number of tutorials for them, so it's possible that someone here might recognize me from there. '''19 February 2006:''' Wow, it's been an eternity since I visited this place. But I just fired up UnrealEd a
    6 KB (1,006 words) - 20:22, 19 February 2006
  • ...places, so old hardware will likely complain a bit. All in all, I think it's decent for what it is &ndash; a first effort.
    1 KB (254 words) - 04:53, 13 July 2004

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