I'm a doctor, not a mechanic

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  • | class = Pawn {{code|native(531) final function {{cl|Pawn}} '''PickTarget''' (out [[float]] '''bestAim''', out [[
    11 KB (1,129 words) - 10:10, 17 May 2008
  • {{UE1:Pawn instance functions (U1)}}
    36 B (5 words) - 10:12, 17 May 2008
  • | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}
    13 KB (1,261 words) - 10:10, 17 May 2008
  • | class = Pawn ...e''' ([[name]] '''messagetype''', [[byte]] '''MessageID''', {{cl|Pawn}} '''Sender''')}}
    14 KB (1,372 words) - 10:10, 17 May 2008
  • {{UE1:Pawn internal variables (U1)}}
    36 B (5 words) - 10:12, 17 May 2008
  • | class = Pawn for games which care about whether a pawn is a human
    10 KB (1,237 words) - 02:31, 30 April 2022
  • | class = Pawn for games which care about whether a pawn is a human
    10 KB (1,243 words) - 10:10, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn
    10 KB (1,157 words) - 10:11, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. See {{cl|Pawn properties}}.
    9 KB (1,089 words) - 10:10, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn
    8 KB (965 words) - 10:10, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn
    9 KB (1,086 words) - 10:10, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. tag of AIScript which should be associated with this pawn
    23 KB (2,393 words) - 03:53, 23 July 2008
  • | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}
    5 KB (552 words) - 10:11, 17 May 2008
  • {{UE2:Pawn events (UT2003)}}
    28 B (4 words) - 10:12, 17 May 2008
  • | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}
    5 KB (536 words) - 10:10, 17 May 2008
  • | class = Pawn {{code|event '''KilledBy''' ({{cl|Pawn}} '''EventInstigator''')}}
    5 KB (586 words) - 10:11, 17 May 2008
  • | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation
    21 KB (2,144 words) - 10:11, 17 May 2008
  • | class = Pawn ...''DamageType''', {{tl|Vector|Object|structs}} '''HitLocation''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''Momentum'''
    17 KB (1,744 words) - 10:10, 17 May 2008
  • | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation
    14 KB (1,434 words) - 10:10, 17 May 2008
  • | class = Pawn {{code|function '''PlayHit''' ([[float]] '''Damage''', {{cl|Pawn}} '''InstigatedBy''', {{tl|Vector|Object|structs}} '''HitLocation
    15 KB (1,540 words) - 10:10, 17 May 2008
  • | class = Pawn {{code|function {{cl|Pawn}} '''GetAimTarget''' ()}}
    23 KB (2,274 words) - 10:11, 17 May 2008
  • | class = Pawn amount of AirControl available to the pawn
    21 KB (2,604 words) - 10:11, 17 May 2008
  • | class = Pawn amount of AirControl available to the pawn
    17 KB (2,123 words) - 10:10, 17 May 2008
  • | class = Pawn amount of AirControl available to the pawn
    15 KB (1,905 words) - 10:10, 17 May 2008
  • | class = Pawn amount of AirControl available to the pawn
    20 KB (2,431 words) - 10:10, 17 May 2008
  • | class = Pawn amount of AirControl available to the pawn
    22 KB (2,790 words) - 10:11, 17 May 2008
  • | class = Pawn NEW (mdf) Maximum distance at which Pawn will be seen by others.
    8 KB (1,028 words) - 10:10, 17 May 2008
  • Pawn, the base class of all actors that can be controlled by players or AI. if true, Pawn won't be possessed at game start
    14 KB (1,719 words) - 11:20, 22 July 2008
  • | class = Pawn Event called from native code when Pawn stops crouching.
    9 KB (1,121 words) - 10:11, 17 May 2008
  • | class = Pawn {{code|simulated function [[bool]] '''CanBeBaseForPawn''' ({{cl|Pawn}} '''APawn''')}}
    25 KB (2,837 words) - 03:28, 16 August 2009
  • | class = Pawn Max difference between pawn's Rotation.Yaw and DesiredRotation.Yaw for pawn to be considered as having reached its desired rotation
    17 KB (2,166 words) - 03:29, 16 August 2009
  • Pawn, the base class of all actors that can be controlled by players or AI. if true, Pawn won't be possessed at game start
    10 KB (1,188 words) - 06:42, 17 January 2010
  • | class = Pawn Event called from native code when Pawn stops crouching.
    14 KB (1,657 words) - 06:42, 17 January 2010
  • | class = Pawn {{code|simulated function [[bool]] '''CanBeBaseForPawn''' ({{cl|Pawn}} '''APawn''')}}
    28 KB (3,104 words) - 06:42, 17 January 2010
  • | class = Pawn amount of AirControl available to the pawn
    20 KB (2,584 words) - 06:42, 17 January 2010
  • | class = Pawn returns the Eye location of the Pawn.
    10 KB (1,153 words) - 06:42, 17 January 2010

Page text matches

  • ...placed in a level, and to change which type of AI controller to use for a pawn. AIScripts can be shared by one or many pawns. Game specific subclasses o ...: Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) This sets the <tt>Controller.MyScript</tt> property and
    2 KB (268 words) - 18:56, 17 December 2005
  • ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:ASVehicle|ASVehicle]] >> ASTurr
    4 KB (446 words) - 05:01, 2 June 2007
  • ; Invisibility (right twice, left twice) : Your character pawn is nearly invisible, given a texture that only shows shifting highlights. ( ; Pint-size (left four times) : Your character pawn shrinks to a quarter size. (Mass reduced as well?)
    4 KB (625 words) - 17:16, 17 December 2005
  • ...ue if the controlled [[Legacy:Pawn|pawn]] is hunting another [[Legacy:Pawn|pawn]]. ...hitwall notification for [[Legacy:Controller|controller]] or [[Legacy:Pawn|pawn]] (???)
    4 KB (513 words) - 16:43, 7 December 2005
  • ..."AI Scripting" should probably be centered around the process of directing Pawn classes via an AIScript actor's ScriptedController and ScriptedActions in U
    2 KB (276 words) - 08:54, 3 July 2007
  • ;dormant : '''''0/1 [1]''''' toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means s ...ame slot''''' play sound belonging to the specified group from named pawn's sound table...
    32 KB (1,956 words) - 15:27, 6 December 2005
  • ; float BotDesireability ([[Legacy:Pawn (UT)|Pawn (UT)]] Bot) : function GiveWeapon(pawn P, string ThisClass)
    5 KB (690 words) - 11:46, 20 February 2006
  • ; float BotDesireability( [[Legacy:Pawn|Pawn]] Bot ) : This determines the AI for desireability of the [[Legacy:Pickup|P
    675 B (84 words) - 22:55, 17 December 2005
  • ...his determines the AI for desireability of the item. If the [[Legacy:Pawn|Pawn]] doesn't have the weapon it does not desire this weapon. If it has the we ; float DetourWeight ([[Legacy:Pawn|Pawn]] Other, float PathWeight) : If the bot is hunting a player or has max ammo
    2 KB (310 words) - 18:10, 13 January 2005
  • ...of ammo contained in the Ammunition. This is used when the [[Legacy:Pawn|Pawn]]'s inventory. ; float RateSelf( [[Legacy:Pawn|Pawn]] Shooter, out name RecommendedFiringMode ) : Returns 0.5
    4 KB (543 words) - 19:20, 28 November 2006
  • //In your Pawn class //In your Pawn class
    4 KB (629 words) - 11:59, 26 November 2006
  • ; float DetourWeight( [[Legacy:Pawn|Pawn]] Other, float PathWeight ) : Value of this path to take a quick detour (us ; float BotDesirability( [[Legacy:Pawn|Pawn]] Bot ) : This returns MaxDesirability unless Bot.Controller.bHuntPlayer is
    1 KB (165 words) - 18:06, 30 November 2005
  • function float DetourWeight(Pawn Other,float PathWeight) event float BotDesireability(Pawn Bot) //Determines how much a bot will want to pick this up
    4 KB (401 words) - 18:05, 30 November 2005
  • ...[[Legacy:Pawn|Pawn]] being hidden and the vehicle possessed, the original pawn is attached to the vehicle and the vehicle controlled indirectly. var Pawn RepDriver; //Replicated 'Driver'.
    8 KB (910 words) - 17:25, 17 November 2007
  • if ( Pawn(Other) != none ) if ( Pawn(Other).IsPlayerPawn() )
    6 KB (922 words) - 17:26, 17 November 2007
  • ...al Mesh|skeletal mesh]]. The standard skeletal mesh for the [[Legacy:Pawn|pawn]] includes the head, right leg, left leg, right foot, left foot, right hand ...bone of that pawn. Or, if you wanted to attach emitters to the legs of a pawn, you would have to attach the emitters to both leg bones. An example of thi
    7 KB (1,213 words) - 15:34, 14 April 2006
  • * I rushed, and I just copy+pasted Satore's monster pawn class, which made a lot of problems in online play. Now its all back to nor
    12 KB (2,086 words) - 19:21, 13 July 2004
  • +- [[Legacy:Pawn (DX)|Pawn]] >> (expanded in [[Legacy:Pawn Class Tree (DX)|Pawn Class Tree]]
    9 KB (800 words) - 12:52, 14 November 2009
  • +- [[Legacy:Pawn|Pawn]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ; [[Legacy:Pawn|Pawn]] ConstraintPawnClass : Only pawns matching this pawn class (or its descendants) will trigger the critical objective alarm when e ; bool IsCriticalPawn( [[Legacy:Pawn|Pawn]] P ) : Determine whether the Pawn P matches the requirements (ConstraintPawnClass) for triggering a critical
    3 KB (444 words) - 12:56, 16 December 2005
  • ...s something called a ForcedPawnClass. Here you can enter the [[Legacy:Pawn|Pawn]] you want the player to spawn as. This is particularly useful to spawn a p
    9 KB (1,604 words) - 09:36, 5 June 2007
  • if (Other.IsA('Pawn') && KeyClass != none && !bWasOpened) key = Pawn(Other).FindInventoryType(KeyClass);
    3 KB (316 words) - 01:30, 5 August 2010
  • ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:ASVehicle|ASVehicle]] >> [[Lega ; TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
    5 KB (603 words) - 16:02, 31 December 2006
  • ...The ScriptedSequence is designed to work in conjunction with an associated Pawn; one who's AI -> AIScriptTag matches the ScriptedSequence's Tag. ...t. If the mapper would like to spawn a Monster out of thin air, a special Pawn will have to be used.
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> ASVehicle (Package: UT2k4Assault)}} ; [[Legacy:Pawn|Pawn]] DamLastInstigator :
    7 KB (741 words) - 19:12, 8 April 2006
  • ;event Trigger( [[Legacy:Actor|Actor]] Other, [[Legacy:Pawn|Pawn]] EventInstigator ) :
    5 KB (676 words) - 21:17, 11 March 2010
  • ...t is capable of filling this role, and it works for all [[Legacy:Pawn (UT)|Pawn (UT)]]s.
    1 KB (169 words) - 12:47, 15 November 2009
  • ; [[Legacy:Pawn (UT)|Pawn (UT)]] RealOrderGiver : ; function SetRealOrderGiver([[Legacy:Pawn (UT)|Pawn (UT)]] P) :
    538 B (54 words) - 11:27, 20 April 2002
  • ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> Bots (Package: UnrealShare)}}
    362 B (49 words) - 10:31, 23 May 2003
  • {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:ScriptedPawn|ScriptedPawn]] >> Brute}} ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy
    2 KB (306 words) - 13:28, 1 December 2005
  • Pushy, are ye? OK, click on the pawn button (#4) in the top toolbar. This brings up the [[Legacy:Actor Classes B
    23 KB (3,878 words) - 20:14, 16 July 2014
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> [[Legacy:Bot (UT)|Bot (UT)]] / Graphics and Animation Functions}}
    2 KB (211 words) - 04:58, 30 April 2002
  • ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] >> Bot (Package: Botpack)}} ...the bot takes a stimulus like the desire for a weapon, or spotting another pawn, and determines an action based upon it's own internal state and orders. S
    4 KB (567 words) - 01:54, 7 April 2006
  • ...AI and sets up the bot "orders". A page on how AI code governs player and pawn activities in game might be interesting.
    5 KB (748 words) - 17:39, 26 September 2006
  • function ModifyPlayer( Pawn Other ) { ...as that. It's best to think of the Controller as the Bot's brain, and the Pawn as the Bot's representation in the world.
    13 KB (2,175 words) - 10:55, 18 November 2007
  • ...ssbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:KVehicle|KVehicle]] >> [[Legacy:KCar|KCar]] >> Bulldog (Packa ...ssbox| [[Legacy:UT2004|UT2004]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:Vehicle|Vehicle]] >> [[Legacy:KVehicle|KVehicle]] >> [[Legacy
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...:Controller|Controller]] classes, what you want to block are [[Legacy:Pawn|Pawn]]s, e.g. [[Legacy:XPawn|xPawn]]. Note that the guided [[Legacy:RedeemerWarh
    3 KB (492 words) - 13:40, 30 November 2005
  • // ReachedDestination() is originally defined in Pawn. function Trigger( Actor Other, Pawn EventInstigator )
    67 KB (8,400 words) - 21:20, 3 February 2006
  • The BigHeadRules class affects the size of the [[Legacy:Pawn|Pawn]]'s head after they have made a kill or died. ...'' after a controlled [[Legacy:Pawn|Pawn]] has successfully killed another Pawn.
    3 KB (353 words) - 13:51, 16 December 2005
  • ==Making the bulldog the player pawn == ...the old one. We have to do this because it's not as simple as setting the pawn class in the game info class.
    7 KB (958 words) - 00:14, 15 November 2007
  • ; float ModifyThreat( float current, [[Legacy:Pawn|Pawn]] NewThreat, bool bThreatVisible, [[Legacy:Bot|Bot]] B ) : Adjusts threat l ; bool MustKeepEnemy( [[Legacy:Pawn|Pawn]] E ) : If the enemy is the bomb holder, keep after him at all cost.
    5 KB (693 words) - 18:30, 3 January 2006
  • ; [[Legacy:Pawn|Pawn]] VisibleEnemy : Helps determine if the enemy is visible. ; [[Legacy:Pawn|Pawn]] OldEnemy : Marked with "FIXME TEMP".
    10 KB (1,254 words) - 13:14, 14 November 2009
  • event Trigger(Actor Other, Pawn EventInstigator)
    12 KB (2,088 words) - 08:27, 8 August 2007
  • ...will also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc. ...ath. If paths are not shown, a pink arc will show the expected path that a pawn will take when launched from the jumppad. When paths are shown this pink li
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...''' I found a hack for the FPV Problem. Just add <code>ViewportOwner.Actor.Pawn.Weapon.RenderOverlays(Canvas);</code> at the end of the posternder - routin PC.Pawn.Weapon.bHidden=false;
    50 KB (7,997 words) - 10:52, 18 November 2007
  • ...ain then you might want to read [[Legacy:Actor|Actor]].uc or [[Legacy:Pawn|Pawn]].uc which are both located in Engine/.
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...eShadows|RealtimeShadows]], which are good indeed, but the workload is per pawn, and performed each tick, and therefor is, and will always be, very slow. function DynamicShadow SpawnShadow(Pawn P)
    14 KB (1,912 words) - 23:15, 24 June 2005
  • "Scripting" [[Legacy:Pawn (UT)|Pawn (UT)]]s was a common practice for mappers in [[Legacy:UT|UT]]. Whether scr * [[Legacy:Pawn (UT)/AI Functions|Pawn (UT)/AI Functions]]
    16 KB (2,701 words) - 10:31, 23 December 2006
  • function Trigger( actor Other, pawn EventInstigator )
    1 KB (168 words) - 01:55, 18 November 2007
  • GiveAmmo(Pawn(Owner));
    9 KB (1,488 words) - 23:33, 24 March 2008

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