I'm a doctor, not a mechanic

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  • ...to use it in a game. To do this, we create a new weapon [[Legacy:Mutator|Mutator]] and override the CheckReplacement() function. This function is called fo ==First: Make a subclass of Mutator ==
    6 KB (864 words) - 12:58, 3 November 2009
  • ...mutator for each package the player needs to download, propagates down the mutator [[Legacy:Linked List|linked list]] (only available in UT2003, not in the ba ...propagated to [[Legacy:AccessControl|AccessControl]] and [[Legacy:Mutator|Mutator]]s; spawns the PlayerPawn/PlayerController or rejects player, sets player n
    3 KB (440 words) - 18:46, 15 October 2010
  • ...This version will be like the InstaGib rifle: it will have its own special mutator, and will not appear in any maps as a pickup, because it's just too powerfu I also got my mutator to work properly. Now, if you use it, you start out with a Dispersion Pisto
    12 KB (2,198 words) - 12:23, 6 February 2008
  • ...picLqd:''' I can't get them to do anything. I just created a small weapon mutator and tweaked the values for the ViewFog and ViewFlash but I didn't notice an
    8 KB (1,029 words) - 06:40, 13 June 2006
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> DMMutator (Package: Botpack)}} ...03]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Info|Info]] >> [[Legacy:Mutator|Mutator]] >> DMMutator (Package: UnrealGame)}}
    3 KB (427 words) - 19:30, 4 January 2006
  • ...troke. I have the interaction code, (easy) just need help putting it in a mutator... any help is appreciated.. I'll solve this sooner or later.. ...gure out how to add an interaction to the interaction master from within a mutator. Quite difficult I think... Solved. :)
    3 KB (474 words) - 20:09, 19 January 2003
  • I choose this mutator because it'll be a nice change of pace from my current mod project, and I d
    5 KB (886 words) - 07:33, 18 May 2004
  • * Here is a sample mutator that I wrote for UT2003. It allows the server admin to set the number of m ...erse-engineering I can find out. I guess I could use the [[Legacy:Mutator|Mutator]] class and do a VisibileActors check for all objects of a certain class or
    7 KB (1,211 words) - 04:58, 20 May 2008
  • '''TaoPaiPai:''' Wow great tut (the embedded mutator tut) thanks man :tup: ...Legacy:Writing And Using An Embedded Mutator|Writing And Using An Embedded Mutator]].
    556 B (86 words) - 13:58, 4 December 2003
  • class MutMultiJump extends Mutator // append the mutator name.
    2 KB (251 words) - 05:29, 19 November 2007
  • class MutFireRate extends Mutator;
    848 B (91 words) - 05:29, 19 November 2007
  • class SpiderMode extends Mutator class SpiderMut extends Mutator;
    4 KB (467 words) - 21:45, 4 August 2003
  • ...ame thing while working on my [[Legacy:SocratesJohnson/Freefall|Freefall]] mutator. It seems to happen when a client explicitly tries to set the velocity of
    12 KB (1,235 words) - 05:28, 19 November 2007
  • A no blood mutator for UT2003, but I have no idea where it went :P
    7 KB (1,310 words) - 13:42, 27 August 2004
  • ; MutSpeciesStats : Is a mutator that activates the species-system ingame. You should use this Mutator if you want the species-system to be activated.
    4 KB (589 words) - 17:25, 9 March 2004
  • class MutBottlesBeer extends Mutator;
    4 KB (617 words) - 19:49, 9 January 2003
  • ; Mutator : Support for comma delimited lists of mutators seems to have been left in
    19 KB (3,155 words) - 12:48, 22 May 2005
  • ...The structure of the Devastation code is such that not all of the standard mutator functions work, or behave in the manner expected from experience with UT an So far I've tried the following via a mutator:
    6 KB (1,038 words) - 02:26, 23 March 2005
  • This is the project page for the upcoming MineMode mutator by [[Legacy:DUc0N|dUc0N]]. For the first version of the mutator, these will be the features:
    6 KB (1,023 words) - 14:09, 9 November 2003
  • * [[Legacy:Mutator (DX)|Mutator (DX)]]
    7 KB (1,040 words) - 10:42, 25 November 2006
  • [http://wiki.beyondunreal.com/wiki/Mutator_Config_GUI Mutator Config GUI] [http://sv3.3dbuzz.com/vbforum/unr_showthread.php?s=&threadid=59288 Mutator to replace HUD]
    8 KB (1,108 words) - 13:23, 19 August 2005
  • ...works. <br /> <br />Basic Description: An inventory-driven Character Class mutator based extensively on code/tut written by EvilDrWong. <br /> <br />''Design
    7 KB (833 words) - 04:48, 25 December 2004
  • ...2]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Info|Info]] >> [[Legacy:Mutator|Mutator]] >> DMMutator (P2) (Package: MultiBase)}}
    664 B (78 words) - 03:36, 10 October 2004
  • *'''Tweakable Weapons Mutator''' &rarr; Exposes internal settings for all built-in weapons. Alter weapon *'''"No Web" Mutator''' &rarr; I don't know about you, but I've never liked the "Web Gun" mounte
    2 KB (339 words) - 13:15, 31 August 2004
  • Should work with most gametypes/mutators - RuneUT is a mutator just like any other. My first UWindow thing. Borrows heavily from the Mutator screen and the Weapons screen. (Hey, they have already written code that d
    4 KB (544 words) - 21:39, 10 July 2005
  • This is a mutator for the Shock Rifle (duh), it is supposed to change the shock ball properti class MutxShockRifle extends Mutator //taken from [[Weapon Mutator Tuorial]]
    11 KB (1,085 words) - 16:34, 15 April 2006
  • ...sageMutator]]<br />[[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedMutator]] >> [[:{{SU ...DMMutator'', a configurable version of [[Legacy:DMMutator|DMMutator]]. The mutator can then choose, which Unreal weapons and items should be replaced by their
    9 KB (1,057 words) - 07:54, 19 November 2007
  • * [http://modsquad.beyondunreal.com ModSquad] &ndash; Mod and mutator review site (check the old
    8 KB (1,159 words) - 09:08, 21 May 2011
  • ...ion. A related topics section could help too. I now wonder how to call the mutator I embedded into action. A link in the related topics secton to a page that ...he mutator in it's postbeginplay function and then destroy itself once the mutator is loaded.
    12 KB (2,037 words) - 17:26, 20 September 2007
  • | | +- [[Legacy:Mutator (UT)|Mutator]]
    5 KB (366 words) - 04:18, 17 November 2009
  • ...tions. This setting is intended to be used in combination with a darkmatch mutator, but is also useful on darked maps in general. ...elicDeathInventory class (the Relic of Death pickup of the Enhanced Relics mutator) has IdenticalTo=RelicDeathInventory. This will cause OtherIsA(aPickup, 'Re
    11 KB (1,442 words) - 07:56, 19 November 2007
  • ...elicDeathInventory class (the Relic of Death pickup of the Enhanced Relics mutator) has IdenticalTo=RelicDeathInventory. This will cause OtherIsA(aPickup, 'Re ...n [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedMutator]] registered as HUD mutator or a [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/PickupPlus]] registered as affect
    11 KB (1,481 words) - 07:56, 19 November 2007
  • ...nerated. This is used e.g. by the Relic of Wealth from the Enhanced Relics mutator in the Enhanced Items mod or the Ammo Regen relic in Q3T. ...ssageMutator]] responsible for displaying the enhanced death messages. The mutator automatically sets this value through a [[Legacy:SpawnNotify|SpawnNotify]]
    3 KB (451 words) - 07:55, 19 November 2007
  • ...y change values after the MultiPickupPlus has been initialized through the mutator's CheckMPP() function ; bool bNoMutatorCheck : Don't let any mutator receive CheckMPP() calls from this MultiPickupPlus.
    7 KB (946 words) - 08:03, 19 November 2007
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedMutator]] >> MIConve
    1 KB (139 words) - 08:03, 19 November 2007
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> [[Legacy:Arena|Arena]] >> EnhancedArena (Package: [[Legacy:Enhanc ; string KeepClasses[10] : Classes which should not be removed by this mutator.
    2 KB (295 words) - 07:55, 19 November 2007
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedMutator]] >> EIDeath ...Items classes. The mutator will automatically register itself as a message mutator and doesn't have to be registered in the general [[Legacy:Linked List|linke
    1 KB (162 words) - 07:55, 19 November 2007
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> [[Legacy:DMMutator|DMMutator]] >> EIDMMutator (Package: [[Legacy: ...hancedMutator]]s can use their GetDMMutator() function to replace the base mutator with this class. By default it behaves exactly as the DMMutator.
    3 KB (334 words) - 07:55, 19 November 2007
  • ...T)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:Mutator (UT)|Mutator (UT)]] >> EnhancedMutator (Package: [[Legacy:EnhancedItems|EnhancedItems]]) * unregisters from all mutator chains when destroyed
    9 KB (1,141 words) - 07:56, 19 November 2007
  • ...or]] EIDMM : Reference to the currently active EnhancedItems death message mutator responsible for creating the enhanced death messages. See ''SetKillType()'' ; bool bEnhancedStatusDoll : Whether the EIChallengeHud mutator should automatically be loaded in order to display a customized player stat
    8 KB (1,136 words) - 15:11, 12 February 2008
  • My latest work is SuperInstaGib, a mutator which enhances InstaGib combat in UnrealTournament. It is now on version 3 ...&ndash; the alternate team colors, into its own mutator - AllTeams. This mutator will allow you to play team games with all 4 team colors. Future versions
    9 KB (1,310 words) - 18:18, 8 September 2003
  • ...tra time in team games. A very useful feature in clan matches (is there a mutator to do it?). (Anyone up for a translocator fixing mutator?)
    13 KB (2,336 words) - 11:08, 5 November 2003
  • ...l, should time, enthusiasm and alchohol permit, is to make my regeneration mutator UI work. Once I have got it working I'll write it up as a tutorial. Appar I can't believe it was so long ago since I wrote my deployable jump pad mutator for 2K4. This year has really flown by. I've just spent the last week wor
    56 KB (10,109 words) - 10:44, 28 December 2007
  • ...ddDefaultInventory function and can be replaced either in [[Legacy:Mutator|Mutator]].ModifyPlayer or through a [[Legacy:SpawnNotify|SpawnNotify]].
    852 B (111 words) - 02:35, 28 May 2003
  • class EvoETV extends Mutator;
    6 KB (693 words) - 06:56, 29 November 2002
  • local Mutator M;
    510 B (52 words) - 07:11, 29 November 2002
  • AllTeams - this mutator allows you to choose alternate team colors for team games. So now you can ngWatcher - this mutator shows you real time ngStats information, such as efficiency, frags per hour
    4 KB (635 words) - 03:48, 5 August 2003
  • ...mmo for it. These games tend to be very noisy, rather like using the Arena mutator to replace everything with the rocket launcher, but with a greater rate of ...e them in and regenerate the mana pool over time. The current state of the mutator can be ascertained at my [[Legacy:Eldhrin/Developer Journal|developer journ
    2 KB (387 words) - 09:39, 13 December 2002
  • ...make it launch my new kind of rocket, and then poke around in the InstaGib mutator to see how to get it to replace the weapons in the map. Well, that bit went At the moment, Rocket InstaGib games look a lot like using the Arena mutator with Rocket Launcher as the chosen weapon, because the InstaGib version of
    8 KB (1,483 words) - 07:14, 11 December 2004
  • Now I've started work on the Sorcery mutator and its accompanying arsenal of spells (see [[Legacy:Mod Ideas/Sorcery|Mod ...in this, so I'm going to cut it down and attempt to produce a much smaller mutator which adds flyability to all players. Not quite sure if bot AI can be exten
    7 KB (1,276 words) - 03:48, 5 August 2003

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