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

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  • ...SPACE}}:{{BASEPAGENAME}}/Feature Matrix]] for a direct comparison of those text editors' features. * [[Legacy:ConTEXT|ConTEXT]] – Free full featured text editor.
    2 KB (266 words) - 17:44, 18 June 2007
  • | style="text-align: center" |'''[[Legacy:ConTEXT|ConTEXT]]''' | style="text-align: center" |'''[[Legacy:JEdit|jEdit]]'''
    3 KB (466 words) - 12:18, 25 December 2005
  • 148 B (17 words) - 10:11, 17 May 2008
  • Contains information about how to present and format text text alignment within the bounding region
    2 KB (240 words) - 08:40, 23 May 2008
  • 148 B (16 words) - 12:47, 6 November 2009
  • 26 B (4 words) - 12:47, 6 November 2009

Page text matches

  • {{ambox|type=serious|text=Please refrain from using an offline reader or similar tools to download th ...] channels may be additional places of interest to get further help. Bring some patience, because despite being a real-time medium, communication over IRC
    5 KB (675 words) - 02:36, 9 August 2015
  • ; ReplaceText( out string Text, string Replace, string With ) [final] : '''MythOpus:''' Do you think we could add some documentation on how to get these functions to work?
    38 KB (5,274 words) - 21:14, 6 April 2016
  • There are numerous changes, so this page might be missing some of them. The information on this page is based on the [[Legacy:UnrealScript ; ReplaceText (out string Text, string Replace, string With) [final] : These are now static simulated [[Le
    10 KB (1,248 words) - 09:41, 26 May 2006
  • Here are some example NetUpdateFrequencies for some UT2004 classes: | style="text-align: center" |'''Class'''
    4 KB (533 words) - 22:56, 18 January 2006
  • ...be expanded or collapsed by clicking on the small + or - next to the name. Some properties themselves contain several values and are expandable, eg colors, ...es differs from the defaults for that class, copy it and then paste into a text editor. Only the properties that are different to the defaults are listed.
    6 KB (1,011 words) - 10:59, 3 November 2005
  • ...w characteristics of the subject. It needs more characteristics, with less text for more content.
    7 KB (1,187 words) - 18:28, 20 July 2013
  • ...ction at the top of the [[Legacy:Architecture|architecture]] page.<br />At some point I'll be digging up everything I've posted on semisolids to BuF-Ed... ...the early stages of transition, the wiki could become a big mess. Already some areas are starting to fragment and get confusing. Imagine what it might be
    4 KB (698 words) - 12:57, 5 January 2003
  • Any UT2003 class page should begin with the text: * # Move all the text from the page to this new page.
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e name must be present in two different places. It doesn't matter what the text is, but something descriptive may help later. 'Blah' will do, as will 'Atta
    6 KB (1,085 words) - 15:27, 10 February 2010
  • ...takes a long time to process a paste command. It can also be pasted into a text editor, where only the properties that have changed from defaults for that ; Advanced : Contains deep technical mojo. Some of these are handy for mappers, eg bEdShouldSnap makes the actor snap to th
    6 KB (889 words) - 10:46, 20 September 2008
  • ...Disclaimer:''''' This page represents an idea for a proposed way of coding some particular functionality / behavior in UnrealScript. It does not represent //some behavioural code
    9 KB (1,280 words) - 14:05, 2 June 2007
  • The text entered into these two properties is arbitrary: the only important thing is
    1 KB (190 words) - 00:44, 23 May 2003
  • ...ne|Unreal engine]]. Some have been designed specifically for this purpose, some we just recommend as handy to have. * [[Legacy:Text Editor|Text Editor]]
    3 KB (394 words) - 20:42, 28 November 2010
  • ...tropicLqd? They make them much easier to distinguish from the surrounding text. '''EntropicLqd:''' Because I felt that it made the actual text too hard to read (at least it did on my screen). I might try using <tt>the
    7 KB (1,229 words) - 13:27, 19 March 2008
  • * You've created some empty space in your map: [[Legacy:Subtract A Space|Subtract a Space]], [[Le The first step when using the Texture Browser is to load some texture packages. In the Texture Browser window use File -> Open. ([http://
    4 KB (652 words) - 15:03, 19 April 2015
  • Ok, a couple of things that confuse me about the exportet text. It starts with an Object declaration of the Menu itself, this isn't what w ...t have to post a bounty for decent tutorials on starting from scratch with some of this stuff. It looks immensely powerful drifting through the UScript co
    12 KB (1,935 words) - 04:15, 29 September 2004
  • ...come to continually but his head against the UT1 engine's limits, and done some impressive things including skyboxes that are dangerous to gameplay (i.e. y ...more of this page, which I am eternally grateful that Highlander showed me some weeks ago (and which I only properly got into 4 days or so ago). The secti
    34 KB (6,022 words) - 03:42, 5 August 2003
  • * # Move all the text from the page to this new page.
    9 KB (963 words) - 18:53, 24 May 2007
  • ...asic map-building tasks. If you're just starting out you may want to read some of the other [[Legacy:Mapping Lessons|more basic tutorials]] on map buildin ; [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Other Objectives]]: Some ins and outs of other types of objectives you can add to your map.
    5 KB (797 words) - 08:23, 13 August 2007
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov ...ver mapping experience. Instead, it is strongly recommended that you have some experience mapping several other game types and have all the basics down be
    15 KB (2,732 words) - 14:00, 21 November 2004
  • ...ass layer. (Note: the deco layer meshes won't show up yet until you change some of the properties mentioned in the next step) # Now we want to tweak some aspects of our new terrain to make things look a bit better. Select the Te
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov ** They have text strings which display on the HUD directing people to attack or defend them
    15 KB (2,465 words) - 20:35, 13 January 2005
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov Let's start by placing some PlayerStarts for the attacking team at the far end of the valley from the b
    9 KB (1,604 words) - 09:36, 5 June 2007
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov ...g|bot pathing]] issues, fire up the map in the game and give it a try with some bots to see how it goes.
    14 KB (2,365 words) - 06:29, 31 January 2007
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov ...then need to trigger to overload somehow. As mentioned before, it can add some interest and strategy to a game when there's more than one way to reach an
    23 KB (3,803 words) - 12:44, 15 July 2006
  • ...apping Tutorial|Assault Mapping Tutorial]]. If you have arrived here from some other place, this page will likely make more sense if you start at the abov ...been shown here when you're putting together your own maps. Well, here's some possibilities:
    10 KB (1,726 words) - 23:06, 19 June 2006
  • ...the level properties. The package name and music track will appear in the text box. '''Birelli:''' All text (including comments) above this was ported over from the [[Legacy:Music|Mus
    1 KB (209 words) - 04:03, 22 March 2005
  • ==Configure EditPackages using Text Editor== ...y:Game Ini File|Game Ini File]] (ie: UT2004.ini) in a [[Legacy:Text Editor|text editor]] (ie: Notepad).
    2 KB (335 words) - 21:58, 15 September 2005
  • ...the race type. now, anywhere on this page, add that word that came after text=xplayers.------ it should be similar to the ones on the page already. now,
    1 KB (231 words) - 17:48, 26 July 2006
  • Create a new file in your preferred text editor and save the file as ComboBulletTime.uc. Inside that file, create a
    7 KB (1,072 words) - 12:44, 6 May 2009
  • * Insert questions into the text of an article So far I've understood much of the stuff on the site. Some suggestions are:
    3 KB (480 words) - 06:58, 26 November 2006
  • ...der in which the vertices are listed in the poly definition function call, some care may be needed. ; ToolTip : The hint text that appears when the user hovers the mouse pointer on the button.
    9 KB (1,334 words) - 09:14, 1 September 2005
  • | style="text-align: center" |'''Operator''' | style="text-align: center" |<code>*</code>
    6 KB (828 words) - 07:01, 26 November 2006
  • | style="text-align: center" |'''Export Class''' | style="text-align: center" |'''Allowed Extensions'''
    7 KB (1,095 words) - 11:05, 12 October 2009
  • ...won't be saved along with the map, I suppose that can indeed serve to save some file space (not too much though since the rendered, cut world polygons are # paste to a text editor (eg TextPad)
    2 KB (325 words) - 03:43, 25 May 2003
  • ...d Importing|Brush Exporting And Importing]] too. You can copy - paste to a text file too.
    2 KB (317 words) - 14:05, 26 December 2005
  • ...here admiring the scenery and checking its weapon. After all, a bot needs some motivation to move around. This motivation is provided in the form of inve ...is in, and what orders it has received. For an overview of states see the text in [[Legacy:State|State]] or [[Legacy:InitialState|InitialState]]. A bot i
    5 KB (748 words) - 17:39, 26 September 2006
  • | style="text-align: center" |'''''Import Type''''' | style="text-align: center" |'''''Extension(s)'''''
    2 KB (324 words) - 23:51, 31 March 2005
  • Boxer is a full-featured programmer's [[Legacy:Text Editor|text editor]] available from [http://www.boxersoftware.com Boxer Software].
    440 B (58 words) - 17:43, 18 June 2007
  • function bool has(Tokenizer.tokenType token, optional string text) if (text == "") return token ~= t.currentToken();
    14 KB (1,948 words) - 07:16, 23 April 2003
  • We have some features of our NPC already defined for us; it's model, textures, animation * Some of these pieces indicate behavior that's initiated by the NaliCow; such as
    67 KB (8,400 words) - 21:20, 3 February 2006
  • Wiki writers can copy the following snippet of text to make the link:
    931 B (137 words) - 16:33, 29 April 2010
  • Getting used to SM... some rough ideas: ...their hard drive &ndash; mention the dependency in your map's accompanying text file.
    13 KB (2,312 words) - 02:48, 23 June 2004
  • * wrote text files, made level titles, made intermission screens, and performed other po
    3 KB (507 words) - 15:01, 3 July 2003
  • ...are a natural phenomena that occurs when light is refracted many times by some sort of lens, creating several images of geometric shapes to appear from a ...o not cover the whole range, but only a horizontal 4:3 part of it. It took some time to figure out that a mesh with a full UV-Range will squeeze the bloom.
    50 KB (7,997 words) - 10:52, 18 November 2007
  • This text is going to handle the where to do and not the how to do. That means you sh ...without defining it too straight. Every weapon differs from the others in some way but Weapon.uc is defined to be abstract enough to suit any weapon (if y
    7 KB (1,273 words) - 16:40, 4 December 2005
  • The '''Canvas''' is a wrapper for methods for drawing text, [[Legacy:Texture|Texture]]s and [[Legacy:Mesh|mesh]]es on the local player ; bool bCenter : Whether to center the text.
    12 KB (1,737 words) - 17:10, 21 October 2016
  • ...mmandlet and the exact name he types isn't found, then ucc.exe appends the text "commandlet" onto the name and tries again. Therefore, the following short (incomplete list, some may need a package name specified)
    9 KB (1,218 words) - 16:49, 29 April 2010
  • '''Jediborg:''' Does anybody know how to write text to the console via a script? I know you can write to the utlog file, but th
    3 KB (474 words) - 18:47, 31 October 2007
  • .... Most of them are equivalent to actions in the rest of the interface, but some of UnrealEd's features can only be accessed here. See [[Legacy:UnrealEd Con # Opens the log window. Some console commands produce output here.
    2 KB (281 words) - 03:04, 25 May 2003
  • :'''Tarquin:''' I've never had this problem, some people say it's frequent. Could it be OS-related? I've just seen a post on ...case, splitting the brushes in two got rid of the crash. Perhaps useful to some.
    18 KB (3,042 words) - 14:46, 21 February 2016
  • ...y:Texture Browser|Texture Browser]] and select a corona texture. There are some nice ones in GenFX and City. | style="text-align: center" |0.1...0.3
    6 KB (1,023 words) - 09:58, 31 May 2016
  • : '''''Hint''''' - the text if mouse cursor over the button
    2 KB (259 words) - 20:24, 28 December 2005
  • ...rver; but to keep that password from being sent over the Internet in clear text, the client calculates a checksum over the transmitted stats data ''and'' t final function int Crc(coerce string Text) {
    5 KB (603 words) - 02:13, 5 February 2006
  • ...for pages, but with much smarter handling of concurrent edits of the same text files (like source code files): Edits that don't collide (on a per-line ba ...latest version of that module from the repository; non-colliding edits of text files are ''merged'' into the local files (rather than overwriting local ch
    6 KB (1,054 words) - 16:05, 28 March 2006
  • ...should be "small" ones, at least and definitely in terms of the amount of text necessary to describe them in the log. (Where "Fixed typo" would have the
    8 KB (1,364 words) - 16:39, 9 January 2003
  • * After 82 seconds, fades the text "Press ESC to begin" in at the bottom of the screen.
    638 B (97 words) - 22:23, 21 May 2010
  • ...are most often specified in hue, saturation, and brightness (HSB), but in some contexts in red, green, and blue (RGB). | style="text-align: center" |'''Description'''
    9 KB (968 words) - 15:21, 17 October 2009
  • ...out the only thing to be said in its favor. A decent [[Legacy:Text Editor|text editor]] (in coding terms) supports: ...ed paragraph has the same indentation as the paragraph you're coming from. Some editors will also change the indent when you type opening or closing braces
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...read some of the technical pages here, they turn into a bunch of swimming text like a Matrix screen. Just tell me the basic stuff in basic language, then
    8 KB (1,398 words) - 18:19, 31 January 2005
  • Most programming in [[Legacy:UnrealScript|UnrealScript]] is done in a text editor or IDE, and a whole bunch of classes are then compiled with [[Legacy #* Enter a class name. If you're pasting in some ready-made code (from this site, for example), the name must be the same as
    5 KB (754 words) - 15:16, 11 April 2006
  • # select all the text in the bottom box, copy & paste to a Wiki page '''DJPaul:''' Yes -basically you make another script that feeds in text from all UT2003 classes, then this script creates many pages for us. Resul
    10 KB (1,534 words) - 23:59, 4 January 2006
  • The '''Canvas''' is a wrapper for methods for drawing text, [[Legacy:Texture (UT)|texture]]s and [[Legacy:Mesh|mesh]]es on the local p ...HUD (UT)|HUD (UT)]] subclass, it's usually a better idea to overwrite just some of the other functions declared in HUD or [[Legacy:ChallengeHUD|ChallengeHU
    8 KB (1,317 words) - 19:38, 4 November 2015
  • You need to create some new UnrealScript classes. You can either: ...not recommended. Instead, use any of the [[Legacy:Text Editor| suggested text editors]].
    10 KB (1,368 words) - 11:01, 18 November 2007
  • I'm actually not a very big FPS player. I like RPGs, puzzle games, some racing games, and rail shooters (as long as they're Panzer Dragoon). I'll ...e. I've also written a small script that's the start of a general-purpose text preprocessor with Python syntax, which is on the Wiki: [[Legacy:Templating
    4 KB (662 words) - 23:29, 14 February 2003
  • ConTEXT is a small, fast and powerful [[Legacy:Text Editor|text editor]], developed mainly to serve as secondary tool for software develope * text sort
    3 KB (516 words) - 10:15, 1 July 2007
  • ...dSetting("Command Line", "GameRules", default.DisplayText[i], 1, i++, "Text", "16","Mu|L|Lm");
    5 KB (547 words) - 08:59, 25 August 2004
  • ...<text> : Returns comma-separated list of actions with names starting with "text".
    2 KB (288 words) - 20:23, 25 August 2006
  • ...orm a console command on the server's console. This effectively sends the text after the ADMIN to be interpreted as a normal console command. The vast ma ...tation. The same effect can be accomplished by simply by entering "Say # <text>" - so you can just use your Say key.
    4 KB (679 words) - 00:39, 17 October 2008
  • ...specify. When trimming memory usage, this is useful for figuring out why some object is being loaded. ...rent gameplay situation to the clipboard. You can then paste the resulting text into an email program, Notepad, etc. Extremely useful for beta testers, bec
    7 KB (745 words) - 23:38, 22 November 2005
  • | style="text-align: center" |'''Command''' | style="text-align: center" |'''Description'''
    5 KB (762 words) - 16:40, 17 February 2022
  • ...specify. When trimming memory usage, this is useful for figuring out why some object is being loaded. ...rent gameplay situation to the clipboard. You can then paste the resulting text into an email program, Notepad, etc. Extremely useful for beta testers, bec
    4 KB (575 words) - 18:56, 13 August 2005
  • It will send to an external progam, some text messages. I created this code to let's know in real time the status of the result = super.SendText(Str$LF); // Call the super (send the text)
    4 KB (449 words) - 14:15, 6 August 2009
  • I just started with coding but I am missing some practical examples. So I put here what I found out so far together with the So I made some changes on the functions that let the grenade explode - I deleted the funct
    8 KB (1,399 words) - 13:58, 16 December 2005
  • ...d that as I had edited my InstantActionPage incompletely, there were still some references back to the old tab. ...actly what I have to do, I've been looking at the weapon loading class for some bits.
    5 KB (898 words) - 16:01, 31 October 2003
  • Ok. First, I have to find out how I can draw a text like "Strength: 5" permanently on the HUD/screen. I already asked in severe ...ss. Now the next little step is to find out the correct function to draw a text and the last step is how to use this function right.
    3 KB (482 words) - 03:13, 30 September 2003
  • ...would be more useful would be see single pages that explain things with ''text'' and maybe the odd snip fform the code to illustrate. ...ence, it's much more useful to novices and experts alike to see accurate ''text'' definitions of functions, event and states. I say keep one or two for ex
    7 KB (1,086 words) - 09:10, 8 December 2005
  • It ''may'' be possible to write something that converts this exported text file (or maybe a raw Unreal object) into a .CON file, but we'd have to figu
    1 KB (230 words) - 14:12, 7 March 2008
  • All [[Legacy:INT File|INT file]]s are plain text so you can look at the others in the {[[Legacy:Base Directory|Base Director Use a [[Legacy:Text Editor|text editor]] to create the file (if you are using Notepad, make sure it does no
    4 KB (574 words) - 13:08, 25 March 2008
  • For this we are going to use the CheckReplacement function - at some point during map startup every actor in the map is passed through this func ...even half the code statements were explained with code comments or in the text, this might be useful for learning.
    5 KB (804 words) - 06:44, 7 April 2010
  • ; Font OverlayFont : font for text ; String OverlayText : text to display
    503 B (54 words) - 20:41, 15 October 2004
  • ...******s the hard way. I had real troubles with spammers myself glad to see some action ...ir spammed pages, and it would take much longer to find them? Or is there some sort of protection against this?
    35 KB (6,249 words) - 00:56, 18 July 2006
  • | style="text-align: right" |'''44''' | style="text-align: right" |3
    2 KB (254 words) - 00:58, 2 November 2005
  • ...ough and through, please remove the extraneous UT2004 comments in the code/text and be more explicit at the top of the page. (how many times can I say "UT2
    6 KB (864 words) - 12:58, 3 November 2009
  • *''' Some websites will let you use and distribute the textures however you wish.''' *''' Some will let you use/distribute the textures so long as you do not do so for a
    5 KB (823 words) - 03:29, 8 July 2009
  • ; bool bCenter : Whether to center the text.
    1 KB (175 words) - 07:06, 12 February 2008
  • Standard FF style is a straight box with text in it and a little down arrow when its done. I'll do this one, then add a
    3 KB (474 words) - 20:09, 19 January 2003
  • * T3D Unreal Text format * [[Legacy:T3D File|T3D Unreal Text format]]
    1 KB (231 words) - 07:37, 4 June 2016
  • | colspan="2" style="text-align: center" | | style="text-align: right" |Role
    3 KB (406 words) - 11:57, 4 February 2006
  • ...</tt>, <tt>SPECIES_Bot</tt>, <tt>SPECIES_Human</tt> (where the humans have some sub-species, namely <tt>SPECIES_Egypt</tt>, <tt>SPECIES_Merc</tt> and <tt>S ...eSkin=PlayerSkins.EgyptFemaleAHeadA,Portrait=PlayerPictures.cEgyptFemaleAA,Text=XPlayers.EgyptFemaleAA,Sex=Female,Menu="SP",Aggressiveness=+0.4,CombatStyle
    4 KB (589 words) - 17:25, 9 March 2004
  • It lets you append text to the game's log file. The stuff it writes can be viewed while the game is ...st like normal chat. Meaning that if you send too many messages too fast, some of them simply won't be displayed. The limit is quite low too... So be sur
    12 KB (2,041 words) - 09:39, 6 November 2006
  • '''El Muerte TDS:''' does it even need text ? it's just a DON'T.
    2 KB (337 words) - 13:17, 27 September 2013
  • Javacc uses a notation which seems to be translatable to EBNF. Unlike some other parser generators, the generated source code also doesn't depend on a ...that). So I will not lead code there. Some of the team members really had some crazy ideas. Everything they want can be done with, of course, enormous amo
    13 KB (2,400 words) - 18:16, 29 October 2003
  • Read text and notice "Save" to spend time. Press "Cancel" just for the power it gives ...this Wiki thing, go to the [[Legacy:Sandbox|Sandbox]] and show those n00bs some real moves!
    9 KB (1,685 words) - 02:13, 17 November 2005
  • Some classes have differences that aren't important, like spacing, precision of ** Some changes in the classes suggest that axis directions are different in [[Lega
    7 KB (1,040 words) - 10:42, 25 November 2006
  • Text in conversation shows up in two ways.
    3 KB (445 words) - 05:09, 14 February 2004
  • ...rking runes in the mod's current state, with a brief description of each. Some runes may seem familiar to those who have played the original Rune Quake or | colspan="2" style="text-align: center" |
    4 KB (544 words) - 21:39, 10 July 2005
  • ...questions of a more experienced one. Hopefully, this interface will help some who still have questions about the intracacies of Uscript understand things ...gram flow of UScript (might even bundle it with a small java file to throw some XML around it hehe)
    9 KB (1,310 words) - 18:18, 8 September 2003
  • ...to be taken downstairs and put in front of the TV, or, climb into bed for some kip and a cuddle. The cuddle involves fidgeting, kicking, scratching, and ...all. The TV goes on and I have to change a nappy, empty a potty, get them some milk, stop any fights that break out. At this point I can escape to work a
    17 KB (3,227 words) - 02:26, 16 June 2007
  • ...me mutators for UT3 (the game rocks btw). It's been good to actually have some concentrated time to get to grips with the code. Although, to be fair, I d ...' If I thought I had the time then I would have a go at doing it. I spent some time looking at the possibility of having a single UI screen that I could u
    56 KB (10,109 words) - 10:44, 28 December 2007
  • | style="text-align: right" |http://www.esconline.org | style="text-align: right" |Revision 1, 09/06/02
    10 KB (1,676 words) - 00:33, 23 January 2007
  • Another great [[Legacy:Text Editor|text editor]] is [http://www.editplus.com EditPlus], it has a lot of features, f
    1 KB (212 words) - 19:38, 8 February 2005
  • ...crude and meant to run in [http://sources.redhat.com/cygwin Cygwin]. Maybe some day I'll be able to compile mods and mutators in linux and/or bsd.... ...lled up a model and I did a weapon mod based 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
  • There is some low-level link between the key bindings and the UI events. For example, in Finally, in U2HUD.int, the text is defined:
    3 KB (336 words) - 06:44, 17 September 2003
  • ...ckage is used by the Mod Menu Extension and the UnrealXP GUI skin. It adds some features to existing UWindow classes and also provides completely new class Some of these classes have been made public already as [[Legacy:Useful UWindow E
    5 KB (510 words) - 06:19, 19 November 2007
  • ...rt, the actual development. Could use another mapper to help with creating some initial maps to improve the development of the tracks. I hope [[Legacy:Alph ...mi-dedicated level. By the time we have a release candidate I expect quite some people to contribute to the project (e.g. Create a track or maybe even a ka
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...mands (Level.ConsoleCommand and PlayerController.ConsoleCommand) only have some basic working commands, and no feedback if a consolecommand exists. | style="text-align: center" |'''''ini configuration'''''
    15 KB (2,477 words) - 02:28, 3 March 2004
  • ...ct you should have no orphan classes. The class overview HTML file how has some more info, the rest is coming. Also need to focus on type links I also need some nice images for buttons and stuff.
    18 KB (3,341 words) - 02:29, 3 March 2004
  • ...ndard: the GameSpy protocol. But this protocol is not well defined and has some design flaws. ; text : just a single string as reply
    9 KB (1,341 words) - 02:32, 3 March 2004
  • ...ors from large companies, but it's now used buy large companies to prevent some compitition and earn money. ...ure The Beer is almost complete, only need to replace a few more pieces of text, so something with the announcer. And double check if it works online.
    39 KB (6,923 words) - 02:33, 18 August 2004
  • ...out very very surprisingly horrible).. and I've learned quite a bit about some shortcuts to use in the editor that I never learned during reading all the ...t this MeshEmitter thingee, but perhaps I will when I get around to making some nice gibs. This game needs gibs. Big time. All we have right now are lim
    22 KB (3,790 words) - 23:34, 23 January 2007
  • ...acy:Land Of The Dead|Land of the Dead]] all my game experience has been in text-based games, both MUD and Web) ...t cover the ground without obscuring everything. Ground fog can be put to some incredible mood enhancing effects. I have not managed to get this to work
    4 KB (685 words) - 09:15, 6 April 2006
  • ...u just find were it says the text in the actor proporties of the scrolling text thingy and mess around with it.
    2 KB (269 words) - 11:43, 15 March 2004
  • | style="text-align: right" |'''''Name:''''' | style="text-align: right" |'''D.O.B:'''
    3 KB (527 words) - 09:56, 21 December 2002
  • ...an all fit in the image. I think it might be an idea to try & make this in text with nested lists. ...ip whats going on.. some times a page full of text is a little daunting to some body such as myself still trying to get to grips with the basics ... Great
    4 KB (665 words) - 19:50, 22 January 2006
  • My job leaves me with a lot of time to think. Some people ask if I lie awake at night thinking about these things. Said people ...speaking their native language. These have, of course, been abolished for some time now. However, when I think about it, in a way, they still exist: they'
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  • ...usly, you don't want gameplay to begin until after the player has selected some stuff from the main menu. Some players would rather have a true "save" and "load" feature on the single-pl
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  • ; DrawTextDebug(Canvas Canvas, String str, optional int indent): Draw text for debugging
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  • ...dunreal.com/). This theme is based on the "Chilled Blue" stylesheet, with some changes to accomplish a few particular goals: ...huge blank spaces on either side of a "cash register receipt width" box of text. Various other elements have had margins or other whitespace reduced to ma
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  • ...discard each item. AcceptInventory needs to gracefully handle the case of some inventory being accepted but other inventory not being accepted (such as th ; string GetBeaconText() : Return beacon text for serverbeacon.
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  • UUs are not completely arbitrary: there are some things you have to scale to that you can't change. Specifically, light and | style="text-align: left" |3640
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  • Full tree quotations within the text should be marked out in the same way, eg:
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  • ===Text formatting === Some simple guidelines:
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  • ...e linked from other pages so people can navigate their way to it. Here are some suggestions: Broadly speaking, there are 4 places to put links on a page: in the text of the page, in the Related Topics section, in the External Links section,
    8 KB (1,358 words) - 14:24, 21 January 2006
  • * If you like, you can enter just a line or two of text for an entry. It's a start. Full-blown articles are not required. Adding an * How you word your articles will determine, to some extent, how likely it is other people will work on it. Examples:
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  • *# paste to a text editor
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  • Some rough notes of things to mention: ...environments mentioned above, but assumes that you use your own (favorite) text editor to create and edit your sources.
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  • ==Text== The text of your tutorial should allow the audience (another Wiki user) to follow yo
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  • ...ry and defend it. When the attacking team reaches it, they "disable" it in some way &ndash; the various subclasses tell the bots that they need to do (can ...spawn it at the map origin. This is one reason why the code might work on some maps and not on others.
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  • ...class is a text label. You use it to display labels or multiple lines of text. It's probably more complex than you are expecting - but at least it's eas ;localized string Caption: The text to display.
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  • ; ReplaceText (out string Text, string Replace, string With) [static, not native] : Like Repl, but modifie ...s, output to stdout/err, or to logfile. First call with bStop=True prints text "UNICODE str: Time=%lf ms" to output, logs "Log: Unknown percent in UnUnix.
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  • Used for aligning text in a box. Used for forcing case on text.
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  • ...th text in it. It will automatically handle new lines for you, and it has some fun parameters. ...IScrollText]] MyScrollText: A [[Legacy:Subobject|Subobject]] which defines text this box displays.
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  • ; bool bClickText : Upon clicking on this text box, fill in ClickedString field. ; string NewText : New text to add at the end of the current text.
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  • ...that the Wiki is using a US standard, but ignore differences if they're in text that doesn't affect technical things. Links kind of have to be stringently
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  • ...]. [[Legacy:Mutator Config GUI (UT2003)|Mutator Config GUI (UT2003)]] has some information on how these classes can be used to build a configuration scree Any UT2003 GUI class page should begin with the text:
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  • ...float left, float top, float width, float height, eTextAlign Align, string Text ) : ...float left, float top, float width, float height, eTextAlign Align, string Text ) : Can be used to draw. Return true to skip the default draw method.
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  • ...ot a job with LithTech in 2000), and later I moved back to NC to work with some great people at Vicious Cycle (on several console projects, with both good ...nd career), I've decided to revive my modding projects and finally realize some of the designs that have been floating around in my head for the last few y
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  • # You shouldn't need to change below this text for code-only mods. I
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  • .txt - Numerical Text
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  • Some interactions: ; Console: it takes input (in the form of text commands) from the player, and renders the results of those commands onscre
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  • ; string Text : ; SetInstructionText (string text) :
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  • copy the text from each box into a file (in the dir ut2003\GravityZoneInfo\classes) with
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  • ; color DrawColor : The message's text color.
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  • {{ambox|type=notice|text=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [h ...I try to put a timer on a pawn, will it get erased after the pawn dies, or some other event that I may not realize? If so, I'll have to recrete the timer
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...ovement Metrics (UT2003)|Movement Metrics (UT2003)]]) which draws a lot of text. ===How do I draw a text?===
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  • ...ges[8] (transient) : All special [[Legacy:LocalMessage|LocalMessage]]s and text messages sent as 'CriticalEvent' are stored in a HudLocalizedMessage struct
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  • ...olders]] with the base name "hunted". Inside the classes folder, create 4 text files: //we will use the regular pawn till we make some changes in our pawn
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  • Portrait=PlayerPictures.cJuggMaleAB,Text=XPlayers.JuggMaleAB,Sex=Male,Menu="SP", Portrait=PlayerPictures.cMercMaleAA,Text=XPlayers.MercMaleAA,Sex=Male,Menu="SP",
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  • ...oint find it a home elsewhere in the Wiki. To get started, click the "Edit text of this page" link at the bottom of this page. This is the body text. Here's a link to the [[Legacy:New Contributors Quick Start|New Contributor
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  • ; MODE_Text : Data is plain text. The entire buffer should be received as a single string. ; MODE_Line : Data is plain text. The buffer should be split up into lines and each line should be received
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  • | style="text-align: center" |'''Dec''' | style="text-align: center" |'''Hex'''
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  • ...hey, don't light candles in bed and be nice to your girlfriend), but with some sensible precautions your mod project need not die when they happen. ...ms can't backed-up just like a Version Control system since they use plain text files.
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  • return TEXT("User"); debugf(NAME_Init, TEXT("Input system initialized for %s"),Viewport->GetName());
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  • So I went looking, and I just found some good tutorials # Now, just like you would select any text in a textarea, select all 3 chars from the Patern Speed and use "CTRL C" to
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  • ; string GetDisplayText( string PropName ) (static) : Display label text for configuration menu. ; string GetDescriptionText(string PropName) (static) : Display description text for configuration menu.
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  • ...lso note that I come from a woman-only family, which ruins you for life in some aspects (as tarquin will agree) ;) For some reasons, my genom doesn't contain any arts-related parts, or at least no go
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  • ...[[Legacy:Text Editor|text editor]], written in Java. Although it's still a text editor, it has many of the features of a full blown [[Legacy:IDE|IDE]] * Perform text searches with support for regular expressions
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  • | style="text-align: center" |'''<u>Watch List</u>'''
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  • ...ith my main two mod ideas of the moment, and seasoned contributors will at some point find the material a home elsewhere in the Wiki. ...world. If someone could make a generic ringword map as a base and then use some coding talent, maybe it could even become a new gametype for UT where you c
    9 KB (1,576 words) - 11:18, 30 June 2003
  • ...Thanks to the Trasher for the little logo. You won't believe how easy the text effect is.]] Working on it. Got some screenshots at the [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Noodles]] project p
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  • Hope u guys can give me some love and support! ...r, it's interpreting each line as a different paragraph, which is why your text looks "double spaced."
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  • ...credit! Also, feel free to add comments but please don't edit my journal text unless you feel like adding a helpful link! The Onslaught map is working fine for now. I'm going to have to develop some kind of code outside of it in order to separate out mod from looking too mu
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  • ...vestigation'' into switching players' pawns into and out of ragdoll mode. Some considerable mileage was made but the implementation does not work in netwo (Note: this text cut from [[Legacy:Karma Ragdoll|Karma Ragdoll]]. Karma Ragdoll should be d
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  • ...code. You would have to save your work and then edit your code later in a text-based editor such as notepad.
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  • ...stract classes which contain an array of [[Legacy:Localization|localized]] text. They can be used to display messages to players, either individually or gl ...to be localized on the client side, and saves network bandwidth since the text is not sent. Actors (such as the [[Legacy:GameInfo|GameInfo]]) use one or
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  • // Subpage help text // Localized Menu Link Text
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  • ...etting("Server", "DefaultProfileName", default.LPPropsDisplayText, 1, 10, "Text", "32");
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  • ...o get the actual content in the RSS out and display it in something like a text field.
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  • ...HTTP redirect headers is RFC compliant, otherwise it will behave much like some other HTTP clients behave. This means that in case of a 301/302 it will set ...DefaultAccept : the default value for the Accept header, we only support "text/*"
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  • ===_Level Text Info===
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  • Making some progress on [http://www.planetunreal.com/apprehension Apprehension], but I' ..., I finally downloaded the firefox browser, and the whole problem with the text editing box expanding itself to the right has finally gone away now that I'
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  • ...e log file from within Unrealscript, though it is easily readable with any text editor. <uscript>Log( ''Text'', ''Prefix'' );
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  • ; byte LightPeriod : Used with some of the dynamic LightEffects ; byte LightPhase : Used with some of the dynamic LightEffects
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  • Add some debugging code to the class you want to debug // Parameter 4: Underline the text if True is passed in
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  • * I'm not talking about ''your'' mod or mod concept in particular here, and some parts of this article might not even apply to you. ...the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled o
    25 KB (4,457 words) - 18:11, 6 December 2009
  • ...don't want to tread on. So I linger a bit longer and cudgel my brains for some ''other'' way to reach my goal than backing up. ...&ndash; being notified when the player selects one of the entries requires some more code insight. It is possible though, and I'm just about to implement
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  • Machismo : Before I write the tutorials i thought i'd get some suggestions :p<br /> ...h built up the [[Legacy:Mouse Control|Mouse Control]] page bit by bit as a text file on my HD when I was getting to grips with UEd.
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  • ''Click "Edit text of this page" below to add your question to this page. See also [[:{{SUBJE
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  • ...ealTournament.ini]] to determine the directories used for texture search. Some mods (total conversions like Tactical Ops and Infiltration) keep their text Such a localization file is a plain-text file with the extension .lang and looks like this:
    8 KB (1,166 words) - 11:59, 3 October 2004
  • ...doesn't work our or if you have comments or questions, just hit the "Edit text of this page" link below and add your comments or questions at the bottom o
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  • | style="text-align: center" |<code>%k</code> | style="text-align: center" |<code>%w</code>
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  • ...ag]] to alert a contributor whose web browser has accidentally damaged the text of a page they have edited.
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  • ...al engine supports [[Legacy:Texture|Texture]]s up to sizes beyond 256x256, some (older) video hardware can't go higher than that. In order to accommodate ...rsonally recommend people to not use MipMaps, unless you actually WANT the text to blur when you get a certain distance from it. Oh, one more thing... The
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  • | style="text-align: center" |'''''Game''''' | style="text-align: center" |'''''File Extension'''''
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  • ...ake sure you've exported the source classes and are editing using your own text editor like CoolEdit or MS Dev Studio.
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  • ...Note that this document dates from the early days of [[Legacy:UT|UT]], so some elements of it may be dated. Especially the [[Legacy:Class Syntax|class def ...tion as well as pointers on mod development. If you work hard, you can get some fun stuff done through mod authoring.
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  • | style="text-align: center" |'''actor type | style="text-align: center" |light
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  • ...warning and send me such an email anyway, at least make sure it's '''plain text''', uses '''proper spelling and grammar''' and observes the minimum require ...Spectate Botmatch]] &ndash; provides botmatch spectating capabilities with some extra goodies (UT2003)
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  • ...ation in a [[Legacy:Map File|Map File]], but you can open it with a normal text editor like Notepad.
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  • ...Common problems experienced when using Maya to import into UnrealEd, with some solutions ...E was distributed with [[Legacy:UT2003|UT2003]] on CD#3 (see press release text below), but it's unclear whether a key will be issued for this older versio
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  • *''Goal'' This text string is updated sporadically as a general indicator of what the bot is do
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  • ...ag's defenders must be out of position to obtain them, placing the flag at some risk. ...that is well outside of the scope of this page I'll side step the issue. Some points worthy of consideration are listed below.
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  • ...wrote ages ago, and then there's Yoda's text. I'd like to merge the two at some point.
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  • ...not intending to cause offence. As you get to know each other and develop some "trust" this will become less of an issue. ...in the knowledge that by the time they get back on-line the following day some sort of answer will be waiting for them.
    18 KB (3,181 words) - 04:41, 9 June 2007
  • ...ve checked out (or you don't own). I guarantee that you will lose code at some point during the mod development when you try and integrate your code with * Every time a member of the team releases some new code, texture, model, or other asset do your very best to grab the rele
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  • All of these could use some variations like ">>>Nice Cap "x"<<< with the name of the player who capped ...just lots of minutes on the server could have bots say "lo 'Player X'" or some variation thereof.
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  • The basic idea of the mod is quite simple, although some of the details about scoring and gameplay are a lot more complex. In essenc '''Mychaeel:''' What about creating some sort of plug-in architecture for scoring purposes? Like mutators, server a
    15 KB (2,651 words) - 17:02, 30 November 2004
  • ...limited ammo of course? Otherwise it's a bit limiting. Is it meant to me some sort of punishment for people who like ripper and flak cos if anything it w ...can have custom voicepacks for the Announcer. That is what I meant, not a text message spamming the chat channel. That would not be funny, no sir.
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  • '''Wormbo:''' I think I'll rewrite some of the flag code, but I'll need to investigate the existing code a little m | style="text-align: center" |CTF Types
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  • ...t the end of the session, bot reporting is saved to a date and timestamped text file. .... Perhaps a config file could come with the mutator so people could edit a text file and pick and choose which properties they want. Nice to have but certa
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  • Please leave the text I've written and add your comments at the bottom. ...d make their own... But come on! Imagine watching the superbowl feed from some d00d in the nose bl33d section. No, this needs to be done with style to re
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  • ....and maybe his health is ticking away. That keeps him on the move and adds some stress. '''And maybe the idea of a "false prophet" is completely gone and t * The bots get killed rather easily. I understand that you had some difficulties with the AI, it probrably just needs playing around with. The
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  • Unfortunately, that function is a little buggy so some care is needed when using it. Generally you would call it from within your ...vanishes before your very eyes. Ideally your projectile should also spawn some rocks and junk to come out so it looks like the chunk you removed actually
    8 KB (1,443 words) - 10:49, 19 November 2007
  • '''Kagato:''' I won't have the skills to work on this mod myself for some time, so I'll throw this one open. '''MeanFish:''' It seems to me that by making some alterations to the collsion volume for the vehicle mesh you could indeed sh
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  • ItemName="Killstick" //The text you see when you switch to the weapon and in various other places. Anyways, just thought I'd toss out some ideas. A good secondary fire is essential to prevent it from being just a t
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  • The function used to obtain the "hint" text that is displayed at the bottom ...up, "nRagInvInertia", default.MutPropsDisplayText[RAG_INV_INERTIA], 0, 0, "Text", "8;0:500");
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  • ...of the [[Legacy:Project FAQ|Unreal Wiki]] site. That means anyone can add text or edit the material that is here. It's a collaborative environment, and ne ...stions. As well as opening the idea up for comment you are also giving up some ownership of the mod &ndash; someone else may write it before you.
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  • ...in each side. (see picture) (and arg, if someone wants to rewrite my lousy text, please please do) ...gh a semisolid, but not a solid, for instance if your window points out to some lovely scenery, then you might want to stop the bots having to calculate an
    6 KB (1,132 words) - 13:17, 27 September 2013
  • ...uickly lift from the air and make steering impossible, and you'll run into some rock eventually and fly miles away. Of course, the steering problem could i '''Kaoh:''' I would like to add some info to the TorqueCurve info, first time so i hope I do it correctly ;).
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  • ...nctions in our HUD we should note what happens in each function as well as some other functions that are being used. ...ass uses two of the four passes and then uses three extra function to draw some of the HUD as well. But what is being drawn when it draws the HUD, what ar
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  • | style="text-align: center" |'''Move''' | style="text-align: center" |'''Height'''
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  • Some Playtesting Values ([[Legacy:UT|UT]]) | style="text-align: right" |1603 UU
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  • ...shed by the attacking team, it is marked as complete. If time runs out or some critical event occurs, an objective will be marked as failed. As soon as an ; AttackerObjectives[8] (Any text):This is where you write the text that will appear whenever the objectives are visible to a player on the att
    20 KB (3,425 words) - 13:35, 28 July 2003
  • ...are many instances where you need to "tie" two or more actors together in some way. The [[Legacy:Unreal Engine|Unreal Engine]] does this by using tag prop ...ses, 'Event' or 'Tag' remember). Type in the name. You can then select the text and copy it if you like (CTRL-C).
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  • ...k map is similar to a [[Legacy:CTF|CTF]] in that both teams have a base of some sort which contains a valuable target. The main difference is, of course th Weaker players may spend quite some time in jail. Some ideas to alleviate the boredom of hard time:
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  • ...ns. While this is pretty standard for many languages, what may be weird to some is how you automatically define values (or instantiate) these variables ...the [[Legacy:Default Properties|default properties]] section. This defines some of the basic variables for the mutator. AdrenalineDecrease here is used in
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  • ...' (NOTE: OPTIONS is represented by the shadowed square to the right of the text menu item) to open the Polygon Cylinder Options dialog. Enter the values sh
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  • ...ooping=Continuous, and Playback Speed to Other, entering 1.25 in the Other text entry field on the right (this equals 24fps x 1.25 = 30fps, a de facto "sta | style="text-align: left" |FRAME NO.
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  • ...lacement''' should be checked. Expand the '''2D Textures''' section (NOTE: Some Attribute/Node dialog sections described here may be already expanded when ...('n' is a number). Expand '''File Attributes''', find the '''Image Name''' text input field, click the folder-icon button at the right.
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  • 100. A .upl file must be created for TinCanMan. This text file contains references to character specifications, and is necessary if t [[Image:Legacy_MCMT-27-TCManUPL.gif|center|FIG. 27 Example text for TinCanMan.upl]]
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  • ...CE) opens in its own app window. On the right of the TCE, enter 2.0 in the text field next to the '''Scale''' button, then click Scale. Drag the corner of
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  • ...n1 map has lousy flow&ndash;it's hard to climb that ramp, you get stuck on some trivial decoration&ndash;then it's not just a "lame bit" on your map, it's ...des are typically multi-level rooms with more than two entrances and maybe some goodie in the middle to tempt people.
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  • ...e people that ask "How can I find a mesh or texture quickly?" or "Is there some kind of list of static meshes/textures I can look through?" ...worded, and all the thumbnails are done. The database will certainly need some refinement as people use it and make corrections/additions, but it's comple
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  • The following is some example code of GUI support for a mutator that counts the hits taken and re // The function used to obtain the text that will be displayed within the
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  • // Set the EditBoxes' text to our mutator's config variables' values Begin Object class=GUILabel Name=DialogText // A text label
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  • ...lt.RulesGroup, "MultiJumpCount", default.MultiJumpCountDisplayText, 0, 1, "Text"); ...lt.RulesGroup, "MultiJumpBoost", default.MultiJumpBoostDisplayText, 0, 1, "Text");
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  • | style="text-align: right" |54 UU | style="text-align: right" |315 UU
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  • ...uld thunder and shortly after produce lightning. The lightning would cause some fires where it struck. Wether or not it rains would be up to chance, and if ...renaming it to Mapper's Tools or something and putting them all in there. Some of these include an enhanced assault roundend trigger that fires off an eve
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  • *Some kind of a cannon would be a good idea to protect spawning players too. ...o use an [[Legacy:AssaultRandomizer|AssaultRandomizer]]. This will require some playtesting because the level should be fully pathed and all objectives/ite
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  • //DebugInfo = FString::Printf(TEXT("OutputBrake: %f EngineRPM: %f EngineTorque: %f"), OutputBrake, EngineRP //debugf( TEXT("DR:%f DP:%f"), DeltaRoll, DeltaPitch );
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  • DebugInfo = FString::Printf(TEXT("OutputBrake: %f EngineRPM: %f EngineTorque: %f"), OutputBrake, EngineRP
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  • # Rename to some better name, ie "UTXMP Editor" ==Some notes==
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  • ; string ScrollingMessage : The scrolling text of the message. You can use any of the following [[Legacy:Message Placehold ; Timer( ) : Updates the message text and checks whether the message texture needs to be updated as well.
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  • * Wookee (plus some extensions) ...ok at WookeeTree please? I never worked out how to get Wookee to parse the text in the tree items for link for example. Feel free to use WookeeTree in your
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  • * Some duplication of classes would occur: we'd basically have two RecentChangesPa * RssPage and other output methods will need some way of knowing that it can't do a Diff page, for example. This will need to
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  • and with some other modules use an SQL or XML database with # Subclasses must implement these in some appropriate manner.
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  • ...es you have [[Legacy:UMake|UMake]] along with a basic [[Legacy:Text Editor|text editor]]. ...t to extend the original vehicle (ONSHoverBike) but if you are going to do some serious modification you are best subclassing the [[Legacy:Vehicle Class|ve
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  • ...quin:''' Hey Mych. There's a few things to do with JB that we'd appreciate some pointers on. :) ...teresting and satisfying with a seasoning of occasional exasperation about some of the third-party software the resident Powers That Be force us to work wi
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  • Note that the error messages listed below consist of the text that appears on the right-hand column of the Rebuild Error Dialogue, or in ...adjust the location of the nodes. If the problem is the second, just add some pathnodes in between.
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  • ...'' link at the bottom of the page. This will load up a form containing the text of the page. Make additions or corrections and press '''Save'''. ...king the link will take you to the edit form for this new page. Write some text, press save, and the new page is created.<br />Please don't start new pages
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  • | style="text-align: center" |[[Niaht/Developer Journal | style="text-align: center" |[[/Projects
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  • | style="text-align: center" |[[Legacy:Niaht|Niaht]] | style="text-align: center" |[[Niaht/Developer Journal
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  • | style="text-align: center" |[[Legacy:Niaht|Niaht]] | style="text-align: center" |[[Niaht/Developer Journal
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  • "Do you use abbreviations like "ne1", "nme", "u", "4" in written text outside IRC?" ...hy I should completely stop working on it just because I have UT 2003 now. Some people still play UT and search for new mods. It would be stupid to trash a
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  • ...t if you can, you can try wine, Plex86 or (last resort) dual-boot. In this text I'll assume you have two machines, if you don't, make the necessary mental ...bly segfault if your UT binary is not built from [[Legacy:OpenUT|OpenUT]] (some variables are double in one version and float in the other, for example).
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  • ...em as a batch in the error/warnings window or as individual by reading the Text property. ; string Text : This property holds the text of the note from the Level Designer.
    551 B (79 words) - 12:41, 2 September 2006
  • ...ded by subclasses, such as Texture (a texture map), TextBuffer (a chunk of text), and Class (which describes the class of other objects). There are some other important function declarations in the Object class:
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  • ...de the Mesh (box for example), then it is anyway behind some planes and on some planes. (but it may not work on more complex Meshes) ...vex parts, just like a BSP tree does for a Map. This can even save the CPU some calculus, as an Object's part cannot collide with another Object's part if
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  • ...ribes FVectors. It appears in the original Tim Sweeney code; an uncompiled text file. <br>
    14 KB (2,022 words) - 16:44, 14 February 2004
  • ...s helps understanding the expression a lot when you look at it again after some time: ; short-circuit : Some binary boolean operators only evaluate their right operand if the result of
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  • ::Anyone can clear a page of text, but only wiki admins can delete a page entirely... that & the ability to e
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  • | style="text-align: center" |'''Operator''' | style="text-align: center" |'''Meaning'''
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  • ...e string value of lines written to the console during such time returned. (Some return only true or false instead of a string.) However, you could probrabl ...ses here too) it will return "Unrecognized Class" or a localized versioned text of that. However, his point was to check if the class is found, but propert
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  • ...Legacy:Texture (UT)|Texture (UT)]] (a texture map), TextBuffer (a chunk of text), Class (which describes the class of other objects) or [[Legacy:Actor (UT) There are some other important function declarations in the Object class:
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  • ...en some texture packages got cleaned up my map receives an error. It turns some surfaces NULL. No biggy, right? Wrong. After fixing those brushes I find th ...omes to release maps. :P I'll probably use this page has place to show off some of my Red Orchestra maps to the public.
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  • ...up a full tutorial for particles, I thought I'd take a moment to describe some of the basics of particle generators in Unreal 2. Particle Salamanders and ...ave them rapidly fade in and slowly fade away. For this, we'll need to add some forces to our system. Click on the rotating particles name (RotatingParticl
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  • * # Move all the text from the page to this new page.
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  • ...the compiler, so they can also be used to temporarily 'disable' a line of text. The triple '/' is also used some in place of the double '/', in unrealscript however most of the useful sing
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  • Any UT200x class page should begin with the text: * # Move all the text from the page to this new page.
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  • ...roup, "OvertimeCoreDrainPerSec", default.ONSPropsDisplayText[i++], 40, 1, "Text", "2;0:99");
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  • | style="text-align: center" |<code>----</code> | style="text-align: right" |24
    32 KB (4,503 words) - 03:19, 12 February 2008
  • ...he first occurrence of '''SplitStr''' and returns the remaining part of '''Text'''. If '''bOmitSplitStr''' is omitted or set to '''false''', the '''SplitSt
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  • ...at every now and then the bots will simply bounce vertically upwards. For some reason the bots do not always have the horizontal velocity components appli | style="text-align: center" |[[Legacy:SpecialEvent|SpecialEvent]]<br />[[Legacy:Trigger|
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  • ...UI and therefore not editable. But you can cut the Actor, paste it into an text editor, delete that line with ''PrePivot'', copy that to clipboard and past
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  • This document attempts to address some of those basic concepts. There are 4 basic areas to creating content for U When you write a script, you use text, such as
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  • Some ideas for what the site could do in the future. Discuss & suggest. ...the project. Please add your comments and ideas. Feel free to re-factor my text, as at the moment it's written in Question-Answer form and probably shouldn
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  • ...suggested on that list that they could be imported into the Wiki. There's some duplication & it might be an idea to refactor things into expositions rathe ...sign. With ut2003, all the "leetness" is reset, so it'll be a while before some great maps arise & become well-known enough. Another idea was to give sever
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  • ...a search box at the top and bottom of every page on this site. Just enter some terms (separated by blanks) and hit Enter. The Wiki will show you the pages ...orm where the new page can be created. Once the page has been created, the text will become normal link. See also [[Legacy:Wiki FAQ|Wiki FAQ]] &ndash; Tarq
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  • Some text to seperate them Link text: [[Legacy:Home Page|Home Page]]
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  • ====Text ==== ...ad% : Address of upload page (make the link yourself eg <a href="%upload%">text</a>)
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  • * the old text styles will be imported later ...with Opera 6; the light-blue background of the sidebar scrolls along (the text stays though), progressively hiding the sidebar, until it would be complete
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  • |style="text-align: right"|0 |style="text-align: right"|0x0
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  • ; Text :
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  • ...transferred or licensed.<br />Since AFAIK this server is in the US, while some writers are out of it, which law applies?<br />I don't want to put people o '''reconn''': I uploaded the [http://creativecommons.org Creative Commons] 'some rights' image (creative_commons-somerights). Thoughts? (er, on cc license
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  • .... &ndash; By the way, whoever found it appropriate to talk of "rbb" in the text above, would you mind explaining why you think that this won't make this tu
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  • | style="text-align: center" |'''Value''' | style="text-align: center" |'''Type'''
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  • | style="text-align: center" |'''offset''' | style="text-align: center" |'''Type'''
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  • ...which can be independently configured: the Status and the Award announcer. Some mods (e.g. Jailbreak) have their own announcer. There is a minor change to ..., create another subdirectory named ''Classes''. Then, open your favourite text editor and type this:
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  • ; string TauntAnimNames[8] (localized) : Text description of taunt anims ...rn a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk)
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  • | style="text-align: center" |'''Extension''' | style="text-align: center" |'''Description'''
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  • ...d map collectors countless times, that mappers and modders need to observe some conventions when naming their creations. This is most important in regard ...age or map, whether it is City, Urban, Forest, or any other generic name. Some people have tried to combine packages with the same name but different cont
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  • ...) will I start looking for some help. I admin that I will definately need some help due to the fact that I can't draw. I am doing a '''Total Conversion'' ...ever completed because I will be rewriting some of the classes that affect some actors I need in the map. So when I get all the coding done I'm going to e
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  • event ReceivedText(string Text) Buffer = Buffer $ Text;
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  • ..., program, feature, mutator or whatever, generally a '''''thing''''' takes some time to do, a fair amount of effort, and a good amount of dedication to com ...e ''going to make a really good game'' when its obvious they couldn't make text appear.
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  • native function CopyToClipboard( string Text ); ...'ll do the third person view and first person view functions. Might spend some time figuring out which events a player controller actually does recieve be
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  • ...dering as to why it was gone, because it was referenced a few times in the text above. All fixed now, though.
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  • OK, so far you've got a box with some light. You're almost there!. This page covers the final step: placing a [[L ...tory listing. This is the [[Legacy:Class Tree|Class tree]]. (You can see a text representation of it on the [[Legacy:Actor Class Hierarchy|Actor Class Hier
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  • Proton is a [[Legacy:Text Editor|text editor]] with syntax-highlighting support for 30 different languages. For
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  • Copy and paste the text below to a file, name it <code>UnrealScript.sch</code> (or something) and p
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  • string $SMName = `textFieldGrp -q -text createUTSetMesh`; string $PackName = `textFieldGrp -q -text createUTSetPackage`;
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  • ...'re familiar with Photoshop LE, etc. you're probably thinking that this is some kind of stripped down light version of Maya. Actually it is the complete ve OK, ready to get your feet wet with some hardcore coding?
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  • Go open up your favorite text editor and create a new file called SuperPack.int (or whatever your package But our Mutator won't do anything right now. We need to give it some functions so that it'll do something when we play. There are different func
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  • ...tributes configurable via the GUI. In order to do this we can make use of some new functions added in UT2004. The function's are shown below: ...nVol", class'PowerCoreVolumeControl'.default.GIPropsDisplayText[0], 0, 0, "Text", "8;0.0:1.5" );
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  • ...t from 3dsmax to the game. You have come to the right place. Let's go over some basics first: More then likely you noticed that not all of your vertexes are moving, or some are moving that you don't want to move. This is where the process can get l
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  • ...n open when shot or when a player approaches it. The door will close after some time if no player is near it anymore. ...[[Legacy:ScriptedTrigger|ScriptedTrigger]] (1) that closes the door after some time when no player is nearby
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  • ...sses that allow you to quickly and easily apply syntax highlighting to any text and display the output in HTML. It is used in many places, including phpBB, You can find some more info '''[http://pospi.spadgos.com/projects/uscriptSHi/ here]''', see i
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  • ...ur panners on the far right cause the texture samples to move, I have used some values that are aound 0.025 on one axis, and 0.125 on the other, making sur | colspan="3" style="text-align: center" |
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  • | style="text-align: right" |130 | style="text-align: right" |50
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  • ==Displaying Rotated Text on a Canvas == ...ng text and textures, but unfortunately there is no way to ''rotate'' this text or those textures when they're rendered on the Canvas. Occasionally such a
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  • ...' inkless@inkless.com is an abandoned email now. I've occasionally gotten some emails since I put up the auto-responder on it like this one: "Hey man, chi ...anonmynity when it comes to my email address, and I try be sure you aren't some soulless evil bastard before I give it out. Why do I ask for yours? I don
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  • ...it compared to converting from nurbs to mesh (command = mesh). I kept the text so someone could verify my findings. * Grid scale is custom. See grid text above.
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  • * You've made a simple text mutator: [[Legacy:UnrealScript Hello World|UnrealScript Hello World]] While some editors don't require you to do this by hand, it's so easy it seems silly n
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  • ...eople not LOOK at what happens after you have posted? Please reformat your text, it is currently unreadable. '''Solid Snake:''' Great, I just did some syntax fixes. When I whack in my own reloading code, I'll post it here as w
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  • * It can be fun to only hint at some features, encouraging people to keep checking back for more info, and then There are quite some free installer generators available. Here's a short list of ''free'' instal
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  • I hope to contribute by doing some tutorials as and when I acheive something. Hopefully I can give the point o ...surface area (ratio) of nano particle is greater than that of the bulk so, some metals (those with a lower surface energy) prefer to be located on the surf
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  • ...eplacing "<code>Mur</code><code>phy</code>" with "<code> </code>" for some reason. ...wrote an incorrect number of apostrophes. ;) Eight of them start bold/red text and immediately end it again. This might get around Graphik's de-Murphy-ize
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  • ...ting(default.RulesGroup, "RespawnDelay", "Respawn Delay Duration:", 0, 1, "Text", "10.0;1.0:20.0");
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  • Here are some of Tarquin's thoughts of how to painlessly make a map diagram for a screen ...th clear edges, such as an arch to check panning, and apply something with text to check orientation.
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  • * Text, formatted in basic HTML, including texture images. '''TikaKino:''' Would you mind if I tried to port some of this over to 2k3 myself? It'd be a kinda useful thing to have around.
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  • I don't claim to know or understand the inner workings of UnrealEd. Some of what is presented here is based on observation of UnrealEd's behaviour a A simple brush in UEd is basically a polyhedron of some sort, which need not necessarily be convex. Other types of brush are sheet
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  • ...is a similar distinction. Both functions and operators are represented by some sort of symbol or group of symbols, but operator's parameters are either si | style="text-align: right" |12
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  • ; ScrollingMessage : Text template that is displayed on the texture. The following [[Legacy:Message P ...ty is necessary and the ScrollingMessageTexture doesn't just determine the text width automatically is unknown.)
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  • # You should see the title of the song appear in the text area.
    3 KB (512 words) - 15:46, 17 December 2005
  • ...pt class. Provides means to write [http://www.unicode.org Unicode]-encoded text to (log-)files. Apart from writing to fixed .ini files, this class is Unrea
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  • ...point. I'd like to collect some ideas for how we should use subtopics in some of the more obvious categories, such as Class Definitions and Tutorials.</i ...are reference-style pages, and they can be seamlessly linked in continous text. From what I've seen of developped Wikis, there's not so much a page hierar
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  • ...higher [[Legacy:Polycount|polycount]] than the previous [[Legacy:UT|UT]]. Some mappers use these almost entirely after simple subtractive brushes. The [[L ...r map from UT2003 to UT2004, you might encounter spaces where you stick on some of the static meshes if you rotated/scaled them. Try anything you can to fi
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  • Some class properties hold a reference to a resource: instead of just holding a # Click on the button. The field should now fill with text.
    2 KB (403 words) - 21:38, 23 December 2005
  • ...nt StartX, int StartY, coerce string Text, Font Font, Color Color) : Draws text in the given font and color at the given position. ...Font Font, out int Width, out int Height) : Returns the size of the given text in the given font in the out parameters Width and Height.
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  • ...Within this field, you can use the mouse to position the cursor or select text. The usual Cut, Copy, Pasty keyboard shortcuts work within the text edit fields. You can copy values between properties, and between actors. Th
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  • ; DrawText (float X, float Y, string Text, Font Font) : Draws text in the given font at the given position. Unlike DrawColoredText, this meth ...edText (float X, float Y, string Text, Font Font, color FontColor) : Draws text in the given color. All pixels in characters that aren't entirely transpar
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  • | style="text-align: center" |No | style="text-align: center" |'''Yes'''
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  • ...east 1000 UU in radius, solid and not hollow. I would very much appreciate some help here, thx! ...and save the map as a .t3d file. Open that file in Notepad (or some other text editor), and copy and paste the contents like this:
    4 KB (673 words) - 13:18, 1 January 2006
  • ...there are many different ways in which to write your code and compile it. Some are downright bats, but in most cases it's horses for courses. ===Text editor + UCC + UnCodeX===
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  • | colspan="3" style="text-align: center" | | style="text-align: center" |'''Species'''
    4 KB (449 words) - 20:24, 30 November 2005
  • ...rd ([[Legacy:Canvas|Canvas]] Canvas) : Configures the size of the menu and text to the correct size for the number of players that are currently in game an
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  • ...awful lot like UnrealScript. That process has actually already begun, with some assistance from Tim Sweeney in the form of the source code to the UnrealScr ...e his source code, so the fact that I can refer to that should give people some confidence that my compiler will do the right thing. I just can't say "It's
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  • | style="text-align: center" |'''SecType | style="text-align: center" |'''Param1
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  • ...worked on with majority of the work being done for the windows interface. Some new things I am playing with is a mouse gestured system where you use the m ...s interesting and different is the fun bit. However with games, you've got some of that but that is so little compared to the mindless content code crap th
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  • ...t Left, float Top, float Width, float Height, GUI.eTextAlign Align, string Text, Font Font ): ...t Left, float Top, float Width, float Height, GUI.eTextAlign Align, string Text, Font Font ):
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  • ...float Left, float Top, float Width, float Height, eTextAlign Align, string Text, eFontScale FontScale ):
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  • ; string Text : ; bool PostModifyText(string Text ):
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  • ...set of UI Kismet functions allow you to do most things, however, there are some which require a bit more scripting. ...al, I mean that the basic buttons work and link to something. I also added some other small minor details ... but from here I am sure other people will get
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  • ...re changed on the fly to make objects appear that they are moving or doing some action. With the advent of Quake you had animating models, which were tween ...and you could do other neat thing outside the 3D Editor (such as 3DSMax). Some such things we take for granted is bone blending (Which can help us do thin
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  • ...(A very annoying thing that occurs in both BF games and Onslaught). While some people would call that strategy, its just more frustrating than it is 'fun' ...by the mapper, they are able to use constants or interpolate depending on some factors, such as distance from the object.
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  • ...implements the [http://www.microsoft.com/speech/ Microsoft Speech API] for text to voice and speech recognition. (Windows 32bit only) This is the most important element. It defined a text to be recognised in order to follow the rest of the path. It can either be
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  • ...:Text Editor|text editor]] confuses the syntax highlighter, and the pasted text may appear black on black. Double-click the class name in the list on the l
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  • ...e ("What did this look like last Friday?"). If problems are discovered at some late date, it is easy to backtrack in time to find out exactly when and whe ...ry (there are limitations to this. In particular, it only really works on text-based files). If Subversion can't figure out how to automatically merge ch
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  • ...the directions here will also apply to other cases, but you may need to do some tweaking. ...e either one, but the Native Filesystem form is potentially faster, and in some cases easier to work with. Note: Do ''not'' use a Berkeley DB repository i
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  • ...t> program with appropriate arguments in your Startup folder, but this has some drawbacks: ..., <tt>C:\Subversion\UT_work\conf\svnserve.conf</tt>). Open this file in a text editor.
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  • | style="text-align: center" |'''Game''' | style="text-align: center" |'''Requirements'''
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  • Maybe this is too much code; and it could probably use more other text, but I thought i'd put it up this way and see how it looks . . . for some reason doing it this way disassociates the actors created
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  • ...MessageTextureClient|MessageTextureClient]] actor lets you set the display text and other properties of the scrolling scoreboard. ...ke sure you change it from black and increase the alpha (A), otherwise the text won't show up on the black background.
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  • ...OURPACKAGENAME.dll. Delete everything listed in the Object/library modules text field, then add core.lib and engine.lib . If you're using other classes (li
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  • DLL_EXPORT TCHAR GPackage[] = TEXT("HCSQLIB"); // do some cleanup
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  • The '''T3D file format''' or '''Unreal Text File''' holds a text list of Unreal map objects. An entire map can be saved as this file format, Copying objects from UnrealEd and pasting into a text editor produces the same format.
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  • Due to some new commitments I am soon taking on, I will not have as much time to devote ...o is patch the script so newbies can NOT save a page with the "blank page" text. This is the most frequent reason for me deleting pages.
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  • ...me things I didn't get round to finishing or fully implementing &ndash; so some parameters will have no effect. I'm happy for other people to work on the c ; Do these tools work with Rune / DeusEx / some other Unreal engine game? : The brushbuilder plug-ins only work with Unreal
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  • ...list only textures (big change from [[Legacy:UnrealEd 2|UnrealEd 2]]). The text below each item shows:
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  • ...SPACE}}:{{BASEPAGENAME}}/Feature Matrix]] for a direct comparison of those text editors' features. * [[Legacy:ConTEXT|ConTEXT]] &ndash; Free full featured text editor.
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  • <br>Nice place. I'll be adding some info here now and then ;) ::''The Alien'': Phew! This Wiki markup is some hard stuff! =\ I'll learn it eventually though. / me heads to the sandbox t
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  • * Text scripts which you have to paste into a map yourself (see [[Legacy:Create A ...A [[Legacy:Teleporter|Teleporter]] that automatically disables itself for some time after a player came through.
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  • * text to process * perl script to exectute on the text
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  • '''Dirk Fist:''' Actually the way most text books treat trigonometry, vectors, and matrices is in my opinion needlessly '''Foxpaw:''' I'd agree with that, to some extent. I believe that those concepts are expressed the way they are so tha
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  • ...ver, give you an entirely new password if you send me one (either in plain text or encrypted with "crypt", for instance via <code>perl -e"print crypt 'mypa ...mandline would also be nice. I just don't want to put my password in plain text.
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  • ...been released, but not the very latest). I'm hoping to get my data back at some point. Watch this space. Due to some new commitments I am soon taking on, I will not have as much time to devote
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  • ...ator|Translator]] in his/her inventory, the TranslatorEvent will beep with some sound, and that player's Translator will recieve the content of the Transla ...ommon to most types of [[Legacy:Triggers (UT)|Triggers (UT)]] that perform some action when they are touched. This just means that once the ''TranslatorEve
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  • When a Trigger is touched by a valid object, usually a Player or some other type of [[Legacy:Pawn|Pawn]], it causes a certain event to be initiat ...the player receive a [[Legacy:LocalMessage|LocalMessage]] containing your text. They could all be stored in MyLevel to eliminate the need for an additiona
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...torEvent : [[Legacy:TranslatorEvent|TranslatorEvent]] is used to contain a text message that is readable by any player carrying a Translator in his invento '''Kamahl:''' Agreed. I spend ages sorting through junk to find some "outdated" infomation.
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  • ...ce code to a binary executable program, that will run on Windows, Unix, or some operating system. ; [[Legacy:DXT|DXT]] : some sort of [[Legacy:Texture Compression|texture compression]] mojo. See [[Lega
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  • ; int ReadText(out string Str) : Reads pending data as a text string. The ''InLineMode'' is ignored. Returns actual number of bytes read, ...uncated prematurely if a null byte was received. In that case all buffered text following the null byte is lost.
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  • ...mmonly-known mIRC command that fills in a person's name, depending on what text they enter (when you press the TAB key).
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  • '''Dush:''' found another mirror with google (some clan site, but I don't know them) http://www.members.shaw.ca/marsclan2k3/ma '''SuperApe:''' Copied text from Fordy's site for main description. Perhaps this page should be rename
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  • '''Ars-Magna:''' Any special reason why the above text is stated twice? It's confusing, especially to n00bs like me. Can I delete
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  • ...ing None can have unpredictable effects, so it should be avoided by adding some extra code: If for some reason you need to typecast your custom controller also, you can use this:
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  • Textpad is a great [[Legacy:Text Editor|text editor]] for [[Legacy:UnrealScript|UnrealScript]].
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  • * [[Legacy:RotatedText|RotatedText]] &ndash; Rotating text on a HUD in UT.
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  • ...Message &ndash; When you pick up a weapon in the game, this is the line of text that flashes onscreen for a moment.
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  • ...nput string in to tokens. It's very usefull when you need to do parsing of text.
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  • ...[[Legacy:UMake|uMake]] together. [[Legacy:TextPad|TextPad]] is a generic text editor with customizable coloring support and [[Legacy:UMake|uMake]] is a s ...comes with several programs of it's own. Alternatives are created because some folks don't like how the supplied applications work. UnrealEd 3.0 is suppl
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  • '''This is going to make some people angry that I'm posting this. This is category rant. This is my opi ...empt to understand it. As Mychaeel said there's a few funny bits in it.) Some claim that because you can't effectively protect it that Epic meant for it
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  • ...here. Most of you have been working with some variety of Unreal for quite some time; others work in mapping (something I know next to nothing about) or it ...ture unorganized and open to editing. Both of these things irritate me to some extent - compare my journal and it's neat breakdown to the rest of the Wiki
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  • ...ed a number. This number corresponds to their color, and is used inside of some gametypes to do things like [[Legacy:Bot Support|Bot Support]], with settin | style="text-align: center" |'''Number'''
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  • ..." to a Python format string in an exec block. Here's a quick sample, from some of the code I'm actually using this with (cut down a little bit): ...to add a new control at the bottom of the dialog, for example, I can make some new constants to define its location, and change gridh, then rerun template
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  • | style="text-align: center" |'''Texture Pack''' | style="text-align: center" |'''Theme and type (ex. gothic, water surfaces)'''
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  • * [[Legacy:Using The Console|Using the Console]] &ndash; Getting Some Additional Functionality by Using the Console. '''OlympusMons:''' Ok there seems to be some stuff on this page under the dynamics heading which isnt dynamics Ive added
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  • ...e towers would also have bridges between them across the bailey as well as some running parallel with the walls only at a higher level. ...w big the castle should be. I went back to paper and pencil and worked out some crucial dimensions of elements such as walls, doors, towers etc. I wanted t
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  • | style="text-align: center" |'''[[Legacy:ConTEXT|ConTEXT]]''' | style="text-align: center" |'''[[Legacy:JEdit|jEdit]]'''
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  • | style="text-align: center" |'''Texture Pack''' | style="text-align: center" |'''Theme and type (ex. gothic, water surfaces)'''
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  • // Description : some string functions simulated static final function StrReplace(out string Text, string OldString, string NewString)
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  • A Trail emitter is used when creating some sort of effect that 'follows' a specific object as it moves. The way the ef ...be trailed has to be defined when the particle is created. The rest of the text on this page refers to TrailEmitters in UT2004 and later builds.
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  • ;Custom Logomessage:You can show 4 lines of custom defined text for 10 seconds upon players entering the server.
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  • | style="text-align: center" |'''SDK Version''' | style="text-align: center" |'''Date'''
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  • ...anslator") is an inventory item from the classic Unreal game that acquires text messages from the environment. These messages are placed in the maps by us
    2 KB (231 words) - 02:24, 8 February 2008
  • ...Texture (UT3)|ScriptedTexture (UT3)]] was added to allow drawing arbitrary text and textures to another texture, like it was possible in previous engine ge
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  • ...main functionality is being a stand-alone Unreal classes browser with full-text search capabilities (something UnrealEd's built-in actor browser lacks). I
    878 B (120 words) - 22:41, 15 October 2006
  • ...es differs from the defaults for that class, copy it and then paste into a text editor. Only the properties that are different to the defaults are listed. Some advanced UEd functions can be accessed only by using [[Legacy:UnrealEd Cons
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  • ...cripting in-game content for the [[Legacy:UnrealEngine|UnrealEngine]]. In some ways it looks and acts like Sun's Java(tm) language. The core of the unrea ...Reference/ UDN's UnrealScript Reference] (Unreal Developer Network &ndash; some features don't work on builds before 600)
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  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Here are some examples of calling specifiers:
    11 KB (1,856 words) - 12:17, 11 January 2012
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i
    10 KB (1,567 words) - 15:47, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ; Name to String : Converts the name to the text equivalant.
    7 KB (1,144 words) - 15:40, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Some UnrealScript functions are called by the engine whenever certain events occ
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  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ...functions are called by the Unreal engine itself (such as BeginPlay), and some functions are called from other script code elsewhere (such as Trigger).
    17 KB (2,490 words) - 16:20, 30 July 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i | style="text-align: center" |'''Operator'''
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  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i '''For''' loops let you cycle through a loop as long as some condition is met. For example:
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  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i ...function exists somewhere in that state (either in the actor?s class or in some parent class), the most-derived state version of the function is called.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i Here are some examples of instance variable declarations in UnrealScript:
    15 KB (2,397 words) - 15:40, 20 June 2006
  • ...ase don't make any edits to these pages other than basic formatting of the text. If you have more to say on a topic here, please start a new Wiki page on i
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  • If you really want to know open the thing in your favourite text editor and have a browse. ...have ever wondered why your friends have to spend ten minutes downloading some mod before joining your server even when your are playing a default UT game
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  • ; Color FrameActiveTitleColor : Color used for the title bar text of the active window. ; Color FrameInactiveTitleColor : Color used for the title bar text of inactive windows.
    9 KB (1,059 words) - 15:39, 24 October 2003
  • ...int InStrAfter(string Text, string Match, int Pos) : Searches for Match in Text starting at character position Pos. ; static function [[Legacy:Object|Object]] BuildObjectWithProperties(string Text) : This will create an object of the class you want, with properties set yo
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  • ; string Text : Some caption text. ; color TextColor : A color for displaying text.
    3 KB (371 words) - 18:01, 14 August 2002
  • ...s to <code>W</code> and <code>H</code> the dimensions, in pixels, of <code>Text</code>, when rendered in the current <code>C.Font</code>. ...Replace, string With) [final] : Replace any occurance of ''Replace'' in ''Text'' with ''With''.
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  • ...ng the [[Legacy:UMOD|UMOD]] file or you might no longer be able to install some [[Legacy:UMOD|UMOD]] files that check if UT is installed in the specified d ...e.txt") you'll make it more difficult for Linux users to use your mod (the text-mode installer can cope with filenames like that, but the GUI one can't).
    7 KB (1,125 words) - 07:12, 7 October 2006
  • (some of this will be moved to a page on Unreal and the Registry) * Type in what ever you want in the Description of type text box. I used ''UT2003 umod installer'' as the description (the default is ''
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  • # After that, a list of files including their offset and length (and some more information which is detailed below) follows. | style="text-align: right" |'''Offset''
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  • ...f UMODs. I stumbled upon the Setup.exe by accident :-). I will rewrite the text above to point users to the "Install/Uninstall" functionality of Windows in
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  • | style="text-align: center" |'''''Game''''' | style="text-align: center" |'''''Product'''''
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  • ; native function bool SendText (IpAddr Addr, coerce string Str) : Sends text string. Appends a CR/LF if LinkMode=MODE_Line. ; native function int ReadText (out IpAddr Addr, out string Str) : Reads text string. Returns number of bytes read.
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  • TextSize(C, Text, TW, TH); ...th</tt> to <tt>SliderWidth</tt>), but this only looks good if the slider's text doesn't change when the slider is moved.
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  • ...f code you can create checkboxes that have the box on the same side as the text alignment. var bool bAutoSize; // adjust the size of the control to its Text's size
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  • ...s your mod credits in a fashion similar to movie credits. You can include text (formatted on a per-line basis) and texture images in your credits. Users can click the scrolling text to temporarily halt it and drag it to manually move it up and down. The co
    14 KB (1,313 words) - 12:42, 25 June 2002
  • The width of the control (that You give at creation) is ingored in case the text is aligned to the left. var bool bAutoSize; // adjust the size of the control to its Text's size
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  • ; I can't modify .uc files in my [[Legacy:Text Editor|Text Editor]]. I get a message "This Document is Read Only" : Right click the fi
    7 KB (1,212 words) - 09:19, 10 February 2005
  • ...tem,Class=Class,MetaClass=UMenu.UMenuModMenuItem,Description="&My Mod,This text goes on the status bar")
    2 KB (293 words) - 19:32, 14 March 2004
  • ...nus and configuration windows for their mods also know that UWindow misses some useful features. ...{BASEPAGENAME}}/Checkbox|Auto-Sizing Checkbox]] &ndash; Allows to have the text aligned to the same side as the checkbox.
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  • | +- UWindowEditBox ''the text box of [[Legacy:UWindowEditControl|UWindowEditControl]] and [[Legacy:UWindo
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  • ; localized string WindowTitle : Text displayed in the title bar of the window.
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  • '''Sweavo:''' Judging by the text above, WOTgreal will get new features, UDE won't.
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  • '''Mychaeel:''' Just some notes so far. Feel free to rearrange and elaborate. ...erstand the sentence "Variables must be declared for what they are" in the text above, by the way. I can only guess its meaning from the examples given di
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  • This trigger allows mappers to change some of the zone properties using a trigger. // This trigger allows mappers to change some of the zone properties using a trigger.
    34 KB (5,749 words) - 01:28, 30 August 2006
  • This makes the menu command clearer, and streamlines the text while still giving a link for further detail. Each menu page explains ''whe
    2 KB (329 words) - 03:20, 25 May 2003
  • ...the size of the text, ranging from 1 to 7. If you leave it at 0, then the text will be the same size as it was the previous time. ...Z to blue. These values should be between 0 and 255. If you find that your text does not appear, check that the colour is in there.
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  • #define LINE_TERMINATOR TEXT("\n") #define PATH_SEPARATOR TEXT("/")
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  • A [[Legacy:Text Editor|text editor]]. Some tips on using UltraEdit for editing [[Legacy:UnrealScript|UnrealScript]]. ...th UltraEdit. These are for UltraEdit 9.x which is the one I registered. Some features are not present on previous versions. Visit http://www.ultraedit.
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  • Some functions for modifying and working with strings. static final function string Lower(coerce string Text) {
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  • ...page." Clicking this will load a new page with a form containing the page text. ...ation and ideas (and stuff). You may add to or reorganize any page, except some where the original author has requested otherwise (such as personal contrib
    6 KB (1,031 words) - 06:41, 8 January 2010
  • ...eventually disappear. The most likely reason for it staying around is if some commands existed in UT2003 that do not work in UT2004. ...en: Displays the text "TRUE" in the console if in fullscreen mode, and the text "FALSE" if in windowed mode.
    11 KB (1,660 words) - 13:12, 27 April 2006
  • ...from other Unreal engine games. If you've ever hung out on the forums of some of the other games like WOT or RUNE there are whole groups of people starvi So that is my piece. Feel free to add, edit, subtract so we can all see some kick ass mods. That is the whole point right? :D -Githianki
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  • ; string Text : ...essage ([[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]] PRI, String Text, name Type) :
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  • Enter text and press "Save" to create it. Press "Cancel" to abort editing without savi
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  • ;'''''string''''' HyperLink(string url, string text, bool bEnabled, optional string target) :
    5 KB (490 words) - 03:15, 18 February 2003
  • The UIs are defined in text UI scripts, with pretty simple syntax. They are located in the UIScripts/ s
    4 KB (630 words) - 05:52, 12 July 2008
  • ** Class full-text search (with regular expression support)
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  • * Open some UMod files * Preview of text and music files
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  • generator has been improved quite some bit, allowing more detailed '''El Muerte:''' this needs some fixing. Where's the standard "unrealwiki propaganda" piece?
    6 KB (1,088 words) - 22:23, 21 May 2010
  • ...]] and a brief note on what specific info needs to be merged with the page text.
    5 KB (744 words) - 15:17, 23 November 2005
  • ...lass declared in the file. You can edit this with any [[Legacy:Text Editor|text editor]], though we recommend you use something that supports syntax highli ...»¿" in the Latin1 encoding. If you run into this error, reconfigure your text editor to save either in an 8-bit encoding ("ANSI", "ASCII", "Latin", "ISO-
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  • * Select the '''UT2003''' tab and fill in the text fields * Add some UC files
    5 KB (814 words) - 12:06, 10 January 2008
  • ...ate entity from the UnrealScript hierarchy. Indeed, it appears Legend had some problems with the HUD, and the UIScript is a hacked-out system that happene [Root] defines, well, the "root" component, which is actually named after the text file. Thus, [Root] defines the UI component named "PVNNinjaHUD", whose pro
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  • ...entation with the rest of the site, but the intent (as I just noted in the text above) is to keep it "event-specific". It's possible the solution is to integrate some of the info in the subpages into the class documentation. As long as we ca
    7 KB (1,222 words) - 00:15, 6 October 2010
  • ...al text file so you can use Notepad, vi, or any other [[Legacy:Text Editor|text editor]] application of your choice to create/edit it. The ''uc'' extensio ...part of the file name, so only "HelloWorld.uc" would show up along with a "text file" icon. The compiler won't find that file though and complain about it
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  • ...Would it be possible for the Dependencies list in the Project tab to have some way of "uncheck all below this" and "check all above this"? ...me engine nevers shows up 'X errors' it thinks all errors are warnings for some reason.
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  • Well, this is my first contribution....If I made some mistakes feel free to correct them :) - Matthieu29 - LinkMode = MODE_Text; // We expect to receive datas in text format
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  • Note that this handout is a couple of years old, so some of the information is outdated. Also, the weapon system in [[Legacy:UT200 :'''BroadcastHandler''' handles both text messages (typed by a player) and localized messages (which are identified b
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  • TextSize(C, Text, W, H); if(Text != "")
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  • Enter text and press "Save" to create it. Press "Cancel" to abort editing without savi
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  • ...0/28/02 (offered as a downloadable replacement, and which may have been on some CD pressings of UT2003) ignores the Scale attribute when exporting models f # Type the following in the console line (a text bar near the bottom of the Maya interface), "source UT2004Export.mel" (this
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  • ...th the following names: Classes, Models, Textures, which are required, and some non-required folders like Sounds(but you have to make new sounds and import This can be created or edited in any text editor. (I use Notepad cause it's simple, but there are many other programs
    15 KB (2,606 words) - 00:00, 14 November 2003
  • ...l modifications to the game. It is geared toward [[Legacy:UT|UT]] although some of it might apply to [[Legacy:UT2003|UT2003]] as well, I don't have that in ...al. If you do see it there, then open it up with your [[Legacy:Text Editor|text editor]].
    8 KB (1,436 words) - 02:05, 7 April 2006
  • ...yA,FaceSkin=PlayerSkins.MercMaleDHeadA,Portrait=PlayerPictures.cMercMaleAD,Text=XPlayers.MercMaleDA,Sex=Male,Menu="MALCOLM",Tactics=2.0,StrafingAbility=+2. ...yA,FaceSkin=PlayerSkins.MercMaleCHeadA,Portrait=PlayerPictures.cMercMaleAC,Text=XPlayers.MercMaleCA,Sex=Male,Menu="",Tactics=2.0,StrafingAbility=+1.0,Accur
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  • ...o compile our Unrealscript. This tutorial shows how to do this as well as some other cool things we can do (so this will be usefull if/when UCC is fully i * Some version of wine (winex, cedega, wine_cvs, etc)
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  • '''UPad''' is a small [[Legacy:Text Editor|text editor]] with syntax highlighting.
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  • ...nk of it as the "definition" file for you mod. It contains the the various text and options needed to fill out that menu. &ndash; UDN
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  • {{ambox|type=notice|text=Using: ''';+EditPackages=YourModPackage''' will add this exact line to the {{ambox|type=notice|text=
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  • ...line utility intended to be executed before <code>ucc make</code>. It adds some preprocessor features that are not possible with [[Legacy:Ucc|Ucc]]. UCPP t [[Legacy:El Muerte|El Muerte]] started on this tool to add some more magic to an upcoming UnrealScript unit testing framework ([[Legacy:UsU
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  • ...e you could have initialized it to such as "0" or "" (a text value with no text yet) or anything else that might make more sense to you than whatever Unrea
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  • * A variable can hold a 1234 or "text". string = $$lv.text // split the line into key and value
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  • '''Tarquin:''' When you create a new page, please remove the default template text! :)
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  • {{ambox|type=notice|text=I have found that in unreal ed it does not default to '''your mod's''' dire {{ambox|type=notice|text=For '''*.upl''' files Ive found if you have your mods system directory befo
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  • ...o it's UT2004 version is not finished yet (no replication and it's missing some features). You will need to add some packages to EditPackages. Add this lines into [Editor.EditorEngine] section
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  • | colspan="2" style="text-align: center" |'''Navigation''' | style="text-align: center" |[[UnrealScript For Beginners
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  • | colspan="3" style="text-align: center" |'''Navigation''' | style="text-align: center" |[[UnrealScript For Beginners/Introduction
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  • * Native support for localization of text to 8-bit languages, via CODEPAGE 850 and replaceable fonts ** Built-in UnrealScript and C++ support for externalization of all text, enabling non-programmer translation to all 8-bit languages
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  • ** Build 697: Leaked '''Unreal 2''' E3 2001 demo, with some modified Legend Entertainment's code (Windows) [Mar 2001] *** Build 829: with merged from some after 927 code and some UT2003 code for '''Unreal 2''' out of box (Windows) [Feb 2003]
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  • ...run both UEds at the same time with 128MB of RAM. You can also paste to a text editor for later re-use)
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  • A .UPKG file is a simple text file that the [[UnrealScript]] compiler will look for to know what initial
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  • Copy and paste this into your text editor, save as <tt>utft</tt>.
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  • ConTEXT is a small, fast and powerful freeware [[Text Editor|text editor]], developed to serve as secondary tool for software developers. * text sort
    8 KB (837 words) - 07:45, 29 August 2013
  • Select the text below, copy, and paste into UnrealEd to get the settings. Text=""
    2 KB (276 words) - 03:56, 25 May 2003
  • Item#={Menu text}, {ACTORCLASS}
    2 KB (326 words) - 12:08, 5 June 2004
  • Vim is a [[Legacy:Text Editor|text editor]] * The Vim Cookbook with some neat stuff to do http://www.oualline.com/vim-cook.html
    8 KB (1,272 words) - 02:40, 22 January 2010
  • * Some Unreal Tournament classes have support for the <code>n</code> escape on Unr Enums are internally handled as byte variables and show some strange behavior when you try to [[Legacy:Typecasting|typecast]] them. The
    17 KB (2,850 words) - 15:30, 13 November 2006
  • Returns the Amount that one text texture has to Be Scale to Be the Same Size As Another;
    13 KB (1,438 words) - 12:49, 1 June 2006
  • ...eal level is made up of a BSP which shapes the world, and lots of actors. (some of which are brushes... just to confuse the novice.) Anyway, to be long-win
    8 KB (1,436 words) - 04:53, 8 August 2003
  • ...eems to be okay, just a couple of links using unescaped "&" characters and some stuff around the ad <code><iframe></code> aren't.) * elsewhere in text, something like ::UT2003::
    34 KB (5,879 words) - 13:52, 4 September 2007
  • ...ning again. Perl wasn't meant to do databases (other than cheap-assed flat text ones) and databases were not meant for Perl. [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Thoughts On Pipes]] - Some thoughts about the beauty of (meta)pipes.
    8 KB (1,472 words) - 09:03, 14 May 2004
  • ...age. This will take you to a page with a text box: in this text box is the text of the wiki page. Press "Save" to store your changes in the wiki. The "prev ...kup is essentially plain text. You do NOT need to put in soft line breaks: text wraps in the browser's edit box! There are a few simple control characters
    16 KB (2,372 words) - 06:42, 9 March 2012
  • ...arch=some+text search=some+text] &ndash; [[Legacy:Search|Search]] for some text
    1 KB (203 words) - 09:25, 20 June 2002
  • ...anymore if they have any leading spaces; they'll be formatted as verbatim text then. * * For text in italics use <tt><nowiki>''...''</nowiki></tt> instead of <tt><nowiki><i>
    3 KB (515 words) - 19:47, 15 May 2002
  • ...per-right corner, or be displayed in a drop-down box, or (with the help of some DHTML) pop up menu-like. What do you think? ...&ndash; If you include the colon, ''please'' make it part of the boldfaced text. It looks so ugly otherwise...
    12 KB (1,905 words) - 15:41, 4 August 2002
  • ...lock markup like <code><uscript>...</uscript></code>, but neither does the text piped through CommonMarkup. ...st the first time a page is requested? (If so, it could be that there are some leftovers in memory after the first request.) Does the server process cont
    4 KB (708 words) - 09:45, 8 July 2007
  • |<code>:: indented text</code> |emphasized text
    906 B (122 words) - 11:48, 26 November 2003
  • ...er hand it's very easy to mess up a page without deleting a huge amount of text or the entire page. ~'''dUc0N:''' You'd have to be some wannabe to think attacking a wiki is cracking. Even bigger wannabe to think
    10 KB (1,817 words) - 01:55, 26 August 2006
  • ; event SendText (string Text, optional bool bNoCRLF) :
    1 KB (143 words) - 05:56, 20 April 2002
  • | style="text-align: center" |'''Month''' | colspan="2" style="text-align: center" |'''Daily Average'''
    8 KB (671 words) - 06:31, 30 December 2008
  • ...erce string Msg) : Adds the message string to the <tt>ConsoleWindow</tt>'s text area. ...]] PRI, coerce string Msg, name N) : Adds messages to the console window's text area.
    3 KB (441 words) - 07:21, 22 May 2003
  • ...e used with virtually any map. The drawbacks of this arrangement are that some maps can be created specifically for a certain Mutator whose absence at run ...embedded Mutator will not be automatically linked and will therefore miss some of the function calls it needs to perform properly.
    31 KB (4,333 words) - 02:19, 7 July 2011
  • ...his means you can't underline or format stuff as bold text. Sure, this has some uses, but it was better implemented as a new channel mode. ...eventing colors while still alowing bold and underline. For example making text stand out without getting spammed by all those weird-colored auto-away mess
    18 KB (3,137 words) - 05:25, 21 August 2008
  • ...page is for discussing potential news releases and working jointly on the text for them. ...ess releases regularly when we add some functionality to the Wiki or reach some milestone (like the first thousand pages). Even if it's just small stuff l
    9 KB (1,473 words) - 06:52, 10 April 2007
  • '''EntropicLqd:''' I'd agree with that Mychaeel (for some reason I never type your name in correctly first time), it doesn't really f ...There are currently 1036 pages in the Wiki, are we just going to copy the text of the latest draft into e-mail and send it out? I seems ready to do that.
    4 KB (728 words) - 08:17, 28 September 2002
  • This is the rough text of something Tar has posted to forums to advertise this site. Feel free to ...we could refactor the aboe into a multi-purpose "introduction to the wiki" text.
    4 KB (634 words) - 13:09, 18 November 2005
  • ...e existence of the page? Simply open the URL and look for the "enter your text here" or whatever the default value of the textarea happens to be. Might b ...her every time the page is refreshed, or once per day, and just search the text for the link name. [edit: Arggh, I need to read what people WRITE next time
    4 KB (653 words) - 16:07, 6 April 2006
  • | style="text-align: center" |'''Prefix''' | style="text-align: center" |'''Description'''
    5 KB (800 words) - 13:23, 23 December 2004
  • ...arch topic into the text box and hit enter. Below the text bar, there are some useful quick links. There are some useful quick links in the ''UnrealWiki'' menu in the top of the sidebar tab
    18 KB (2,977 words) - 07:54, 13 November 2005
  • ...ini</code> in your Opera program folder and open it in Notepad (or another text editor of your choice). ...plugin is no longer on mycroft.mozdev.org. I've made a new one, and if for some reason it gets deleted off mycroft, I have the ZIP file too, which you can
    6 KB (945 words) - 16:09, 15 March 2006
  • If you want to pull some data from a web server, you have to talk to this server. This is the part t event ReceivedText(string Text)
    15 KB (2,134 words) - 18:08, 14 January 2003
  • ...the ''Save'' button leads back to the page the edit link was clicked on. Some people are more comfortable with being able to actively cancel an operation ...this should prevent crawlers from calling a thousand and one diffs and go some way toward protecting the server.
    10 KB (1,607 words) - 00:52, 20 November 2004
  • ...a pretty ASCII tree. There's one thing it doesn't do yet though: parse the text of the tree for wiki syntax (in particular, wiki links). I admit I have no ...those borders where removed. Ok I had an idea, would it be possible to get some sort of sidebar Object class tree going?? Like use the functionality I have
    8 KB (1,284 words) - 04:53, 26 January 2006
  • ...That you have Wings3D downloaded and installed, and that you have at least some basic experience with UnrealEd. Other than that, you're allowed to n00b it ...menu to edit those preferences (the logo is a seperate menu item from the text part).
    10 KB (1,811 words) - 14:33, 1 March 2006

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