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  • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Projectile Weapons [[Image:Legacy_projectilefireflow.jpeg|center|Projectile Fire Flowchart]]
    5 KB (790 words) - 20:58, 9 January 2004
  • {{classbox| [[Legacy:Actor|Actor]] >> Projectile}} ; float Speed : Initial speed of projectile.
    3 KB (390 words) - 12:04, 10 October 2005
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Projectile (Package: Engine)}} ...as indepentant entities, as opposed to instantfire weapons. A delayed-hit projectile that moves around for some time after it is created.
    3 KB (318 words) - 11:51, 23 January 2006
  • The following code can be used to accurately determine the direction that a projectile should be fired at in order to collide with the target. /*Calculate aiming ideal rotation for firing a projectile at a potentially moving target (assumes pawn physics)
    14 KB (2,282 words) - 03:37, 27 July 2004
  • 24 B (3 words) - 03:05, 14 January 2010
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    5 KB (583 words) - 10:11, 17 May 2008
  • {{UE1:Projectile (U1)}}
    23 B (3 words) - 10:12, 17 May 2008
  • Projectile. A delayed-hit projectile moves around for some time after it is created.
    3 KB (348 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile moves around for some time after it is created.
    3 KB (386 words) - 00:21, 2 August 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (482 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (514 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    5 KB (526 words) - 10:10, 17 May 2008
  • A delayed-hit projectile that moves around for some time after it is created. Set during {{tl|PostBeginPlay}}() to prevent the projectile from causing a splash effect at spawn-time.
    8 KB (982 words) - 15:29, 28 November 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    9 KB (1,010 words) - 03:38, 16 August 2009
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    9 KB (1,059 words) - 12:47, 6 November 2009
  • 500 B (60 words) - 13:15, 9 February 2012

Page text matches

  • ...eActors set. An example of a colliding, but non-blocking object would be a projectile or a trigger. They know when they touch something, but do not natively inte
    7 KB (1,085 words) - 15:38, 15 August 2010
  • var class<Projectile> ProjectileClass; ...nal, i.e. it can be overridden in subclasses now. E.g. [[Legacy:Projectile|Projectile]] utilizes this fact to implement UT2003's DelayedHurtRadius() function as
    10 KB (1,248 words) - 09:41, 26 May 2006
  • * [[Legacy:Projectile|Projectile]]
    5 KB (572 words) - 19:50, 9 August 2010
  • +- [[Legacy:Projectile|Projectile]] ''(not expanded)''
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e Collision Hull : Used to create invisible brushes that block players and projectile. See [[Legacy:Invisible Collision Hull|Invisible Collision Hull]].
    3 KB (429 words) - 06:57, 26 November 2006
  • * [[Legacy:Projectile (UT)|Projectile (UT)]]
    3 KB (465 words) - 01:50, 7 April 2006
  • +- [[Legacy:Projectile (UT)|Projectile (UT)]] ''Not expanded''
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ...such as [[Legacy:Effects (UT)|Effects (UT)]] and [[Legacy:Projectile (UT)|Projectile (UT)]]s do have a definite LifeSpan.
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...or|Actor]] HitWall) : Called when the actor hits a fall. ( NB, defined for projectile actors only and called from within touch() if the touching actor has blocka
    18 KB (2,644 words) - 13:49, 2 May 2022
  • ; class<[[Legacy:Projectile|Projectile]]> ProjectileClass : The projectile type for the ammunition. ...or Dir ) : Sutracts one ammunition and then spawns the [[Legacy:Projectile|Projectile]] for the weapon at the [[Legacy:Vector|vector]] and [[Legacy:Rotator|rotat
    4 KB (543 words) - 19:20, 28 November 2006
  • ...odel, the green long one. You could use that in another effect or a "fake" projectile which would have 0 damage with a bit of adjusted code. This approach might
    7 KB (1,213 words) - 15:34, 14 April 2006
  • *At least one weapon of both projectile and beam types for each each weapon class. ...nd to its class and there are several variations within the basic beam and projectile classes.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • +- Projectile
    9 KB (800 words) - 12:52, 14 November 2009
  • +- [[Legacy:Projectile|Projectile]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ; vector VehicleProjSpawnOffset : Projectile spawn offset.
    7 KB (741 words) - 19:12, 8 April 2006
  • ** Perhaps the Redeemer-Projectile-Explosion can jump in here?
    1 KB (226 words) - 03:44, 5 August 2003
  • ...? ok so that wasnt a good way to word that, here's a better way to put it: projectile hits the player -> how would i figure out which bone(s) of the mesh it woul
    11 KB (1,478 words) - 15:22, 20 April 2007
  • ...oop. When it performs its Poop behavior, we will want a separate Actor, a Projectile, to spawn at the appropriate place and drop to the ground. ...the effects, the NaliCowPoop, we will use make a custom subclass from the Projectile class, BioGlob.
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ; bool bCanLeadTarget : Lead target with projectile attack.
    10 KB (1,254 words) - 13:14, 14 November 2009
  • Projectile weapons spawn real objects when fired. Examples are the rocket launcher, th
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...apon or if it fires projectiles, and what the class for Projectile and Alt Projectile are. These three values are specified by the variables "bInstantHit", "Proj ...allows you to simply pick a projectile class to fire. If your weapon is a projectile weapon, make sure you set bInstantHit to False, and specify the ProjectileC
    9 KB (1,488 words) - 23:33, 24 March 2008
  • ...the cloud [[Legacy:Zone|zone]] is used to destroy [[Legacy:Projectile (UT)|Projectile (UT)]]s before they hit a fake backdrop.
    2 KB (285 words) - 11:54, 16 August 2007
  • * A player needs to know who fired the projectile that just killed them.
    15 KB (2,447 words) - 17:45, 21 April 2007
  • local Projectile P; You don't have to use <tt>P = Projectile(Spawn(ProjectileClass))</tt>, in fact this will cause an error when compili
    14 KB (2,234 words) - 17:13, 21 December 2012
  • ...on various previous UT implementations, mostly my own. The weapon fires a projectile which, when it lands, adds a velocity to the player which draws him near.
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...ally trigger the fire event, see [[Legacy:Firing Projectile Weapons|Firing Projectile Weapons]].
    13 KB (1,700 words) - 09:30, 28 March 2007
  • ;Drop: How far down to drop spawning of projectile.
    2 KB (294 words) - 16:20, 1 September 2015
  • Some projectile behavior tweaking, which will need testing - they should now bounce off of ...t. Primary fire will fire projectiles rapidly, with rather low damage per projectile. Secondary fire will fire faster still, but will launch in a wider spread,
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ...summons the projectile that particular weapon shoots. To summon a Redeemer projectile, for example, enter ''summon xweapons.redeemerprojectile''. Note that this
    6 KB (741 words) - 14:15, 22 October 2009
  • ...ts when interacting with Players. When a player is killed by a high-speed Projectile it can cause the player to gib or get their limbs torn off. This can be co Projectile based bullets (with bullet drop)
    6 KB (1,083 words) - 03:45, 5 August 2003
  • - BioRocketFire - '''For the projectile fire''' function Projectile SpawnProjectile(Vector Start, Rotator Dir)
    4 KB (380 words) - 01:23, 8 August 2003
  • Projectile
    37 KB (1,854 words) - 16:01, 10 January 2005
  • This gun does not take ammunition. It cannot rapid fire. Projectile speed is supposed to be 10000 units per second. It is impossible to fire a Fire: projectile shrinks your enemy for 30 seconds and ensures that his health stays far eno
    12 KB (2,198 words) - 12:23, 6 February 2008
  • <font color=blue>bWarnTarget=</font> bot AI related - when firing projectile, warn the target<br> ...od for use when you need a fast hit from the weapon (like a rifle) with no projectile <br>
    9 KB (1,393 words) - 05:14, 12 June 2010
  • *Will add projectile-in-flight effects if not already present
    6 KB (1,023 words) - 14:09, 9 November 2003
  • * [[Legacy:Projectile (DX)|Projectile (DX)]]
    7 KB (1,040 words) - 10:42, 25 November 2006
  • ...all built-in weapons. Alter weapon damage, ammo consumption, blast radii, projectile velocity...
    2 KB (339 words) - 13:15, 31 August 2004
  • function projectile SpawnProjectile(Vector Start, Rotator Dir) //taken from AssaultGrenade
    11 KB (1,085 words) - 16:34, 15 April 2006
  • * death and suicide messages based on the weapon or projectile that caused the death ...BJECTSPACE}}:{{BASEPAGENAME}}/EnhancedAmmo]]<br />[[Legacy:Projectile (UT)|Projectile (UT)]] >> [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedProjectile]]}}
    9 KB (1,057 words) - 07:54, 19 November 2007
  • | +- [[Legacy:Projectile (UT)|Projectile]]
    5 KB (366 words) - 04:18, 17 November 2009
  • ...cy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Projectile (UT)|Projectile (UT)]] >> EnhancedProjectile (Package: [[Legacy:EnhancedItems|EnhancedItems ; bool bDropEffects : Whether the projectile should drop some visual effects to increase game performance.
    11 KB (1,442 words) - 07:56, 19 November 2007
  • Don't use the DeathMessage variable. For projectile weapons use [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedProjectile]]s and ; string ProjectileName : This weapon's projectile name. (used in death messages)
    11 KB (1,481 words) - 07:56, 19 November 2007
  • ...ll SpawnProjectile. So guess what - it fires RocketProj instead of the new projectile I'd so carefully crafted. ...is easy enough by making a new method called HurtRadiusConstant inside my projectile class, making it do pretty much the same thing as HurtRadius but without th
    8 KB (1,483 words) - 07:14, 11 December 2004
  • // check if projectile would spawn through a wall and adjust start location accordingly function projectile SpawnProjectile(Vector Start, Rotator Dir)
    13 KB (1,142 words) - 23:47, 25 October 2007
  • ...e in 2k4, but it appears to be how it works in 2k3 as well as the standard Projectile base code, and LOTD. Eric: that's because the way projectiles work in UT, is that a projectile doesn't actually do damage.. it explodes, and does damage
    22 KB (3,790 words) - 23:34, 23 January 2007
  • // Projectile launched by EONSMineLayer -- Mines chase only vehicles.
    9 KB (789 words) - 00:06, 5 November 2007
  • Super(Projectile).Destroyed(); Super(Projectile).PostBeginPlay();
    10 KB (841 words) - 01:10, 5 November 2007
  • function Projectile SpawnProjectile(class<Projectile> ProjClass, bool bAltFire)
    16 KB (1,240 words) - 15:25, 8 February 2008
  • ForEach Region.Zone.ZoneActors(class'Projectile', P) { ForEach RadiusActors(class'Projectile', P, 128) {
    12 KB (1,754 words) - 00:57, 18 July 2006
  • ProjSpawnOffset=(X=25.000000,Y=9.000000,Z=-12.000000) // where the projectile is spawned ProjectileClass=Class'XWeapons.FlakShell' // the projectile class to be spawned
    2 KB (192 words) - 17:46, 13 June 2004
  • ...ect (DX)]] >> [[Legacy:Actor (DX)|Actor (DX)]] >> [[Legacy:Projectile (DX)|Projectile (DX)]] >> Fragment (Engine)}}
    943 B (103 words) - 22:05, 25 November 2006
  • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Projectile Weapons [[Image:Legacy_projectilefireflow.jpeg|center|Projectile Fire Flowchart]]
    5 KB (790 words) - 20:58, 9 January 2004
  • ...vector exhaust capability, and fuel consumption for thrusters, or damage, projectile speed, fire rate, energy draw, and more for weapons. Nearly every aspect of
    6 KB (1,033 words) - 20:08, 29 May 2007
  • ...ore impact, which subtly increases the amount of time it will take for the projectile to impact, which subtly increases the amount of lead-in required. This seem ...cylinder to detect when pawns (or whatever you use) touch it, but is not a projectile target so things wont shoot it. Any actor will of course trigger the Touch
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...rifle be like.. that rifle in Deep Space Nine. The one that teleports it's projectile to just in front of it's target, so every shot is at point blank. ...ntroller" (the business portion of the weapon) move to the point where the projectile/beam/whatever should come out of, and this needs to be constantly updated t
    177 KB (31,705 words) - 04:34, 28 May 2005
  • '''MarZer:''' Using a small projectile motion program I wrote a whole back, I came up with the following figures (
    19 KB (3,048 words) - 04:14, 24 September 2007
  • ...they work. So, for example, what happens when a player joins a game, or a projectile is fired? There are a number of key methods (listed in the above section) t
    3 KB (554 words) - 18:22, 17 December 2005
  • ===Weapon is Fired (non-projectile)=== ===Weapon is Fired (projectile)===
    4 KB (675 words) - 11:03, 13 November 2005
  • ...victim is visible, the second is an instantfire weapon, and the third is a projectile weapon. Now we can say: ...g at the point of intersection between the victim's eventual path and your projectile's path.
    19 KB (3,481 words) - 22:26, 2 December 2005
  • ...) either traces the shot using TraceFire (for hitscan weapons) or spawns a projectile using ProjectileFire.
    5 KB (808 words) - 11:04, 25 December 2002
  • ...I reference the gun they are shot with through Instigator.Weapon '''or''' Projectile properties? ===Projectile Options changing replication===
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ** [[Legacy:Firing Projectile Weapons|Firing Projectile Weapons]]
    496 B (59 words) - 02:00, 7 April 2006
  • Trystan did excellent work deciphering this in the case of projectile weapons. Although not originally intended to show the general case, this d [[Image:Legacy_projectilefireflow.jpeg|center|Projectile Fire Flowchart]]
    6 KB (820 words) - 16:29, 2 March 2010
  • .... It's pretty easy to hit a ship sitting still or moving slowly&ndash;the projectile moves quickly. It's difficult to hit a ship that's maneuvering, so boardin ...a marker with the ship's name on it. When the ship gets hit by a boarding projectile, it uses the marker's location to translate that hit into relative coordina
    17 KB (3,059 words) - 22:35, 17 February 2004
  • ...I assumed that the ProjectileClass default property specified the kind of projectile that was fired, and that this was true for every UT weapon. So when I looke ...nction. The Shock Rifle primary fire is an instant-hit attack instead of a projectile. Basically, a hitscan calculates a line between the player or bot who fired
    4 KB (528 words) - 16:02, 6 February 2008
  • ...e middle. (the shattering is done in TakeDamage() .. and logging from the Projectile showed that the VisibleCollidingActors() iterator used in Actor::HurtRadius ...t things, and have had results that were not at all useful. First, with a projectile, I set it's collisionradius to the damageradius, and then tried to use Touc
    33 KB (4,858 words) - 01:51, 9 June 2007
  • Remember :MomentumTransfer for [[Legacy:Projectile|Projectile]]s is the same as Momentum for InstantFire classes.
    3 KB (487 words) - 16:39, 12 April 2006
  • ...lients; so I just set the starting location, direction and velocity of the projectile and let the client simulate the movement by itself from there on. (Actuall
    24 KB (4,071 words) - 20:02, 31 January 2016
  • ...nsters]] in it, the weapon [[Legacy:DamageType|Damage Types]] and [[Legacy:Projectile|Projectiles]] they utilize, but excludes the [[Legacy:GUI|GUI]] classes.
    9 KB (1,118 words) - 09:24, 27 January 2007
  • '''Wormbo:''' This could also be coded as a [[Legacy:Projectile (UT)|Projectile (UT)]] subclass for the bomb and an [[Legacy:Effects (UT)|Effects (UT)]] su
    4 KB (629 words) - 22:23, 21 May 2010
  • ...ich we still feel the lag is aiming. When shooting projectile weapons, our projectile starts a bit delayed (and not instantly like our movement) and when shootin ...000), Also you will need to track everything that moves which could stop a projectile. If it was'nt for ZP on (UT) I would not be able to play. Its important to
    10 KB (1,805 words) - 06:21, 3 August 2004
  • ...ategories. For instance, instant hit weapons will not be upgradable in the projectile rate category. We might add add a "special" category as well, for things li **grenade launcher (projectile rate increases distance)
    19 KB (3,349 words) - 16:22, 6 April 2006
  • ; bool bLimitProjectiles : Will make [[Legacy:Projectile|Projectile]]s discs disappear. ...>, spawns LimitEffectClass at the Other's Location and Rotation. Sets <tt>Projectile(Other).bNoFX = true</tt>. Calls <tt>Other.Destroy()</tt>.
    1 KB (148 words) - 17:14, 16 December 2005
  • ; bool bProjTarget : [[Legacy:Projectile|Projectile]]s will Explode() when touching an actor with bProjTarget = True
    54 KB (7,693 words) - 04:06, 20 February 2007
  • ...r. Also, if you failed to disable the BreakingGlass actor's collision, the projectile's explosion center might be far enough out from the wall to "see" other gla
    3 KB (460 words) - 11:18, 1 January 2006
  • ...s easily possible with a scripted trigger, some emitters, a trigger, and a projectile spawner. I try to make a prototype, and post how i made it... if needed :)
    10 KB (1,799 words) - 13:18, 14 July 2007
  • ...ch can accurately calculate the position, orientation, and velocity of the projectile without any input from the server whatsoever. I'm sure its possible, just
    4 KB (715 words) - 10:31, 2 November 2004
  • ...tile weapon, the gun then fires that projectile untill your hit by another projectile. Alt fire would probably activate an amped version shieldgun's shield that
    389 B (59 words) - 05:58, 13 August 2006
  • function projectile SpawnProjectile(Vector Start, Rotator Dir) function projectile SpawnProjectile(Vector Start, Rotator Dir)
    4 KB (605 words) - 20:45, 5 December 2004
  • ...class derived from a suitable Weapon base class (at risk of reimplementing projectile launching code). All spells would draw from the same mana pool, although di
    3 KB (517 words) - 15:09, 24 April 2003
  • ...ll search for them and with an increased probability, strike the victim or projectile. If the player is in water, the volume, zone, or actor will have a greater
    1,020 B (172 words) - 21:37, 3 July 2007
  • ...n, so it is a weird hybrid of an instant-hit weapon (InstaGib Rifle) and a projectile weapon (Redeemer). ...nd kill a second one with just one shot) now it spawns a modified Redeemer projectile (no skins or static meshes, so it's invisible).
    7 KB (1,079 words) - 13:56, 18 July 2006
  • '''CH3Z:''' I kinda left that open to the modder. Was thinking maybe what projectile, damage, not sure what all is possible.
    2 KB (359 words) - 03:33, 23 October 2003
  • ...from penetrating into the ground when it hits. That should ensure that the projectile's location is always above the terrain level and thus that the poketerrain ...ctor(HitNormal), that way the PokeTerrain should always be above where the projectile hit.
    8 KB (1,443 words) - 10:49, 19 November 2007
  • ...s|Mod_Ideas/NukeRifles]] here and liked how he did the spawning of a dummy projectile to get the redeemer explosion, and i did the same. //dummy projectile class for spawning the explosion
    19 KB (2,241 words) - 02:50, 24 August 2005
  • ; Portal launcher : Fires a projectile which, on impact, creates a portal that teleports an enemy back to their ba ...to swap places. Slow rate of fire, possibly one-shot. Maybe a slow-moving projectile, but faster when fired at flag carriers. Maybe flags should get dropped, or
    9 KB (1,602 words) - 10:01, 23 August 2007
  • ...the fire key. This would cause the fire animations to play however no new projectile would be spawned. Thus it looked like a bug. Using this we help to lock out
    41 KB (4,700 words) - 01:04, 2 July 2005
  • * At the Power Core make sure there is a good mix of hitscan and projectile weapons. There's nothing worse than trying to take back a Primary Node onl ...fferent selection of weapons. As with the Power Core a mix of hitscan and projectile weapons is preferred.
    14 KB (2,436 words) - 19:48, 12 February 2009
  • ; bool bLeadTarget : Lead target with projectile attack
    8 KB (972 words) - 07:47, 9 November 2007
  • // Nukerifle projectile, gets spawned instantly on whatever gets hit class NukeRifleProjectile extends Projectile;
    5 KB (402 words) - 15:35, 5 January 2003
  • ::based on RedeemerProjectile, extends Projectile
    1 KB (172 words) - 18:22, 8 January 2003
  • ...ming|Projectile Aiming]] &ndash; Determines the ideal firing rotation of a projectile to hit a target.
    5 KB (702 words) - 19:29, 5 November 2005
  • ...ich I made, to make this very weird weapon which has a hitdamage of 20 per projectile,which are invisible cuz I can't find any good 'original' textures for it.An
    536 B (89 words) - 03:20, 13 February 2003
  • ====4. New weapon projectile system.==== ...ary wildly ... some will use the camera, some will use the camera with the projectile coming from the camera, some will use the gun aim, and some just seem to ha
    9 KB (1,620 words) - 22:30, 21 March 2006
  • ===Projectile Fire Stuff=== ; class<[[Legacy:Projectile|Projectile]]> ProjectileClass :
    12 KB (1,384 words) - 13:59, 31 December 2005
  • {{classbox| [[Legacy:Actor|Actor]] >> Projectile}} ; float Speed : Initial speed of projectile.
    3 KB (390 words) - 12:04, 10 October 2005
  • ...Unreal Engine 1, but not in 2.x, since ONSMineProjectile is a subclass of Projectile.
    7 KB (1,155 words) - 07:18, 29 April 2011
  • ...nd Launcher, ect) <br />Pipebomb.uc will be the code for the pipebomb as a projectile(like bullets fired from a gun)<br />nails.uc will be the code for the nails
    2 KB (330 words) - 12:12, 13 July 2003
  • As opposed to InstantFire, ProjectileFire spawns [[Legacy:Projectile|Projectile]]s. ...ring of the weapon. It adds the Offsets, makdes sure we're not spawning a projectile into a wall, and are being good in general. Also handles multiple projecti
    2 KB (257 words) - 09:59, 24 January 2006
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Projectile (Package: Engine)}} ...as indepentant entities, as opposed to instantfire weapons. A delayed-hit projectile that moves around for some time after it is created.
    3 KB (318 words) - 11:51, 23 January 2006
  • * any projectile that enters the volume is destroyed * some sort of visual effect is created, such as a small explosion in the projectile's last spot
    9 KB (1,445 words) - 18:19, 26 July 2005
  • The following code can be used to accurately determine the direction that a projectile should be fired at in order to collide with the target. /*Calculate aiming ideal rotation for firing a projectile at a potentially moving target (assumes pawn physics)
    14 KB (2,282 words) - 03:37, 27 July 2004
  • ...w target's collision height, and the camera rotation is set to that of the projectile being followed. // If we are watching a projectile and we are in first person view then raise the camera
    16 KB (2,428 words) - 21:01, 18 December 2007
  • 'Projectile', 'Projector', 'DynamicProjector', 'ShadowProjector', 'xScorch',
    14 KB (1,391 words) - 02:31, 24 May 2007
  • ...e told the start, angle, and velocity, and can then continue to update the projectile's location with no further information from the server.
    4 KB (639 words) - 04:13, 7 December 2008
  • |[[Legacy:Projectile|Projectile]]s, most [[Legacy:ReplicationInfo|ReplicationInfo]]s, a Pawn's [[Legacy:Inv
    6 KB (965 words) - 05:28, 20 May 2008
  • Extend Projectile class MyRedeemer extends Projectile
    3 KB (497 words) - 21:46, 19 June 2004
  • ; [[Legacy:Projectile|Projectile]] SpawnProjectile( vector Start, rotator Dir ) : function Projectile SpawnProjectile(Vector Start, Rotator Dir)
    6 KB (722 words) - 08:55, 30 January 2006
  • * Realistic bullet and projectile ballistics will make you duck for cover
    4 KB (598 words) - 05:00, 11 December 2006
  • ...since it is controlled by a player, and thus needs a higher NetPriority. A projectile follows the simple Physics given to it, eg: PHYS_Falling, PHYS_Projectile, ...replicated quite differently from an ammo box sitting on the ground, or a projectile moving according to the rules of physics. On a server, the Role will be ROL
    107 KB (18,320 words) - 09:30, 5 February 2011
  • DoTheFireStuff(); //Trace or spawn projectile
    14 KB (2,181 words) - 08:10, 11 February 2016
  • function ShouldTargetMissile(Projectile P)
    19 KB (1,727 words) - 14:18, 18 July 2005
  • ...(namely any subclasses of [[Legacy:Effects|Effects]], [[Legacy:Projectile|Projectile]], [[Legacy:XEmitter|xEmitter]] and several more), and it won't work on cli
    2 KB (289 words) - 03:13, 4 August 2003
  • NF_ShootThrough = 0x02, // Can shoot through (for projectile solid ops).
    17 KB (2,014 words) - 02:34, 27 May 2003
  • local Projectile P; foreach Other.AllActors( class'Projectile', P )
    6 KB (834 words) - 05:09, 25 December 2004
  • if(Projectile(Other) != None) DamageTaken += Projectile(Other).Damage ;
    5 KB (662 words) - 12:56, 19 November 2007
  • * (unreleased) Shadows for pickups and projectiles. Player, Projectile, and Pickup shadows each have their own configuration for max # and type (r
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...l. even after conferring with WIKI. The class flow for this is: Actor -> Projectile -> TeslaBolt -> LaserBeam.
    15 KB (2,692 words) - 03:35, 9 October 2003
  • ====Any Projectile Spawner==== ...ew tweaks of the [[Legacy:MortarSpawner|MortarSpawner]] actor to allow any projectile to be spawned.
    895 B (123 words) - 21:29, 13 January 2005
  • It's basically a MortarSpawner code, but now will fire any projectile. var() Class<Projectile> ProjectileType;
    3 KB (248 words) - 16:04, 12 December 2003
  • ;ProjectileType: Here you can select a specific type of projectile that will be used by the cannon. *Proj_Default - the standard projectile is used (CannonBolt)
    3 KB (407 words) - 16:06, 26 February 2007
  • ...innocent mistake. The problem is that the game refuses to use our modified Projectile data. I include the source of my mutator here: [[Legacy:Selethrial/LinkGun| function Projectile SpawnProjectile(Vector Start, Rotator Dir)
    4 KB (688 words) - 08:07, 30 June 2005
  • ...pt to calculate where the target will be when the [[Legacy:Projectile (UT)|Projectile (UT)]] hits and lead the target. If false it will simply fire straight at t ...the actor browser where you can select a type of [[Legacy:Projectile (UT)|Projectile (UT)]] to be fired.
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  • ; HitSound : Sound when the texture is hit with a projectile.
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  • If you comment out "EditPackages=UnrealI" the Actor->Projectile->BigRock->Boulder1 class is not shown in the Actor Class Browser. It is par ...nrealEd2, Load up the test map and add in the UnrealI.Boulder1 from Actor->Projectile->BigRock->Boulder1 near the light and about halfway to the ceiling so we ca
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  • ...lved in completely creating a new weapon. Each weapon then requires a new projectile. Well, "require" isn't a good word to use. The G36E and the Famas both fi
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  • ...ou only wish ExplodeOnImpact to be enabled if AltFire was used to fire the projectile, or any other conditional functions. IsA('Grenade') and in water can be us
    16 KB (2,477 words) - 01:03, 17 November 2002
  • ...ot going to be using instant hit weapons; every weapon we create will be a projectile based weapon. So the first class we create is going to be M16A2X.
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  • ===Weapons Firing Flowchart: Projectile Fire === ...s chart has been integrated into [[Legacy:Firing Projectile Weapons|Firing Projectile Weapons]].'''
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  • Boxes with a grey background are where the instant fire flow and projectile fire flow diverge.
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  • |Weapons Firing Flowchart: Projectile Fire
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  • I've made guided, homing, instant hit, and projectile weapons. (are there any other kinds?)
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  • ...d length and then following the projectile at that given length untill the projectile is no longer flying. ...tter, the lower the value is, the smaller the MAXIMUM distance is from the projectile to the end of the trail.
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  • ...ted in. While coding the weapon, you decide it would be cool to make a new projectile for it, so you start making textures. Then, during that, you decide to stop
    2 KB (426 words) - 11:51, 13 January 2007
  • ...n describing what to do when key events happen. Thus 95% of the time, your projectile script isn’t executing any code, and is just waiting for the physics code
    10 KB (1,567 words) - 15:47, 20 June 2006
  • ...and RocketMk2, UT_SeekingRocket and UT_Grenade as projectile classes. The projectile classes are hardcoded in the script, so changing them in the default proper
    662 B (98 words) - 04:40, 1 August 2002
  • ...acy:Basic Weapon Class|Basic Weapon Class]] &ndash; How to create a simple projectile-firing weapon. ...king another player, NOT a wall etc., the player hit takes damage, AND the projectile forks out to nearby players like chain lightning (whether this splitting is
    24 KB (3,914 words) - 23:38, 30 July 2014
  • ...for their projectiles. Instead of having to change every reference to the projectile class in the code, you can change it all by modifying one simple variable.
    20 KB (3,215 words) - 02:12, 2 December 2007
  • ...they work. So, for example, what happens when a player joins a game, or a projectile is fired? There are a number of key methods (listed in the above section) t
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  • ====Weapon, AttachedWeapon, Projectile and Ammunition==== :NEW Ammunition is now responsible for spawning the appropriate Projectile or processing a trace hit. This allows weapons to have multiple ammunition
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  • ** Each turret fires a specific projectile type: shock balls, shock beams, (heatseeking?) rockets, and machinegun (ga
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  • ...rmal vector <tt>HitNormal</tt> and gets reflected without any damping. The projectile's new speed is what you get from <tt>MirrorVectorByNormal(p.Velocity, HitNo
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  • (( other.IsA('projectile')) && ( bProjectiles_Trigger)) ||
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  • ...ector GetFireStart(vector X, vector Y, vector Z) : This returns the actual projectile spawn location or trace start. // Has to do with the location of the projectile spawned in 1st person view
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  • ...k3 (visual damage amplifier effect for the weapon, "better-than-UT2k3" per-projectile damage types, etc.), but the redeemer explosion actually is the only thing
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  • * Projectile meshes lose their Rotation when passing through a WarpZone (i.e. they end u * Use projectile (not trace) weapons, and provide lots of ammo to stop players falling back
    24 KB (4,181 words) - 18:54, 5 February 2009
  • ...Legacy:WarShell|WarShell]] and [[Legacy:GuidedWarShell|GuidedWarShell]] as projectile classes. The guiding code is not part of the weapon's script, WarheadLaunch
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  • ...the WeaponFire class which is used as a damage multiplier for hit-scan and projectile weapons. It's set to 1.0 and doesn't seem to get changed, but the damage is
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  • ; class<[[Legacy:Projectile|Projectile]]> ProjectileClass : ;; SS_Line : spread is angle between each projectile
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  • ; vector FireOffset : Offset from drawing location for projectile/trace start ; class<[[Legacy:Projectile (UT)|Projectile (UT)]]> ProjectileClass : Projectile used for primary firing mode when not bInstantHit.
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  • ...vehicles both easily and quickly. A configurable zoom option and automated projectile firing/timing is already implemented and toggleable with use of the default To make your primary fire spawn a projectile.
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  • ; ProjectileClass (class<Projectile>) : Which projectile to create when firing ; WarnTargetPct (float) : AI & Projectile setting, warns target - for bot dodging etc
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
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  • | parent1 = Projectile | {{tl|BounceSound||Projectile}}
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  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
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  • | parent1 = Projectile '''Overrides:''' {{tl|HitWall|Projectile}}
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  • '''Type:''' {{cl|Projectile}} {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • lead target with projectile attack
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  • lead target with projectile attack warn target when projectile attack
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  • lead target with projectile attack warn target when projectile attack
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  • How far down to drop spawning of projectile
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • | parent1 = Projectile '''Overrides:''' {{tl|Touch|Projectile}} ''(global)''
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • | parent1 = Projectile The {{cl|minigun2}} tracer projectile. It's only a visual and doesn't do any damage.
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  • Projectile. A delayed-hit projectile moves around for some time after it is created.
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  • Projectile. A delayed-hit projectile moves around for some time after it is created.
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • lead target with projectile attack warn target when projectile attack
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  • '''Type:''' {{cl|Projectile}} {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • '''Type:''' [[class]]<{{cl|Projectile}}> How far down to drop spawning of projectile
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  • | parent1 = Projectile ...ot actually used in the game.<noinclude> See {{cl|MTracer}} for the tracer projectile of the UT minigun class {{cl|minigun2}}.</noinclude>
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  • ...ow how to switch weapons in battle. Every weapon in Unreal Tournament is a projectile weapon except one, the 'Impact Hammer'. Press 1 now to switch to the Impact
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[float]]&nbsp;'''ProjSpeed''', [[bool]]&nbsp;'''b
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  • '''Type:''' [[class]]<{{cl|Projectile}}> If true, instant hit rather than projectile firing weapon for AltFire
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  • '''Type:''' [[class]]<{{cl|Projectile}}> If true, instant hit rather than projectile firing weapon for AltFire
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  • ; [[class]]<{{cl|Projectile}}> ProjectileClass : <!-- enter variable description -->
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  • | parent3 = Projectile
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  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    659 B (69 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    641 B (67 words) - 10:11, 17 May 2008
  • Description: Used to add a second collision radius to a projectile. + Initialize with a Projectile to follow/notify and an offset from that
    2 KB (258 words) - 10:10, 17 May 2008
  • ...jSpeed'' of -1 means instant-hit, otherwise it's the speed of the incoming projectile or vehicle.
    10 KB (1,269 words) - 04:19, 10 April 2010
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    11 KB (1,122 words) - 10:11, 17 May 2008
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector| ...hooter''', {{tl|Vector|Object|structs}}&nbsp;'''FireDir''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''')}}
    16 KB (1,575 words) - 10:10, 17 May 2008
  • {{code|function '''ReceiveProjectileWarning''' ({{cl|Projectile}}&nbsp;'''proj''')}}
    11 KB (1,060 words) - 10:11, 17 May 2008
  • '''Type:''' {{cl|Projectile}}
    9 KB (1,076 words) - 10:11, 17 May 2008
  • | "%o was poisoned by an Araknid projectile."
    484 B (50 words) - 10:10, 17 May 2008
  • | "%o was scarred a Skaarj projectile."
    475 B (49 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    9 KB (996 words) - 10:11, 17 May 2008
  • '''Default value, index 2:''' ''Projectile''
    10 KB (1,221 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    785 B (82 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|bNoFalloff||Projectile}}
    2 KB (261 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    564 B (62 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    2 KB (263 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (337 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (341 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (355 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    4 KB (449 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (335 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (383 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (370 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|ExplosionDecal||Projectile}}
    3 KB (328 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (393 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (392 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (445 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (450 words) - 10:10, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    7 KB (712 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|BounceSound||Projectile}}
    3 KB (295 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|bNoFalloff||Projectile}}
    812 B (81 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|bNoFalloff||Projectile}}
    840 B (89 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1,016 B (102 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
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  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    598 B (61 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1,022 B (103 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    4 KB (419 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    525 B (58 words) - 10:11, 17 May 2008
  • ; [[float]] RicochetIncidenceThreshold : surface normal dot projectile direction normal must be less than one minus this value. (0=any angle boun
    4 KB (390 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    3 KB (311 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (376 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (375 words) - 10:10, 17 May 2008
  • Whether this volume destroys all types of {{cl|Projectile}}s. An effect class to spawn when a projectile is destroyed.
    791 B (100 words) - 15:33, 28 November 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (384 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    4 KB (409 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (383 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (422 words) - 10:10, 17 May 2008
  • lead target with projectile attack
    6 KB (625 words) - 10:10, 17 May 2008
  • lead target with projectile attack
    6 KB (650 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''ProjectileFire''' ()}}
    3 KB (364 words) - 10:11, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (479 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bAltFire''')}}
    9 KB (932 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    435 B (47 words) - 10:10, 17 May 2008
  • ...ris and projectile meshed as well as the Raptor mesh, debris, particle and projectile textures.
    15 KB (1,583 words) - 11:35, 11 August 2009
  • '''Type:''' [[class]]<{{cl|Projectile}}>
    3 KB (361 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (419 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    808 B (81 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    806 B (81 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}>
    8 KB (907 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1 KB (103 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    4 KB (470 words) - 10:11, 17 May 2008
  • Precaches AVRiL weapon, projectile, HUD and smoke meshes and textures. Precaches AVRiL weapon, projectile, HUD, smoke and explosion textures.
    2 KB (175 words) - 01:33, 25 October 2009
  • | parent1 = Projectile | {{tl|bScriptPostRender||Projectile}}
    4 KB (472 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    2 KB (261 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (405 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    2 KB (257 words) - 10:11, 17 May 2008
  • '''Type:''' {{cl|Projectile}} '''Type:''' {{cl|Projectile}}
    7 KB (801 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    6 KB (697 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bAltFire''')}}
    5 KB (615 words) - 10:11, 17 May 2008
  • {{code|function '''IncomingMissile''' ({{cl|Projectile}}&nbsp;'''P''')}} {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    20 KB (2,252 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    1 KB (128 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|bSwitchToZeroCollision||Projectile}}
    5 KB (576 words) - 10:11, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    7 KB (706 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    771 B (77 words) - 10:11, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    4 KB (438 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    600 B (61 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    706 B (69 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (385 words) - 10:11, 17 May 2008
  • '''Type:''' [[array]]<{{cl|Projectile}}>
    7 KB (727 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    8 KB (942 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    503 B (49 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    452 B (45 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> '''Type:''' [[class]]<{{cl|Projectile}}>
    1 KB (167 words) - 10:11, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    5 KB (473 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|bSpecialCalcView||Projectile}}
    7 KB (815 words) - 03:44, 12 August 2009
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (493 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (293 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (370 words) - 10:11, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    3 KB (280 words) - 10:11, 17 May 2008
  • | parent1 = Projectile Assumes Emitter 0 is the beam to next projectile.
    4 KB (498 words) - 10:11, 17 May 2008
  • | parent2 = Projectile If the projectile is 'below' the suck target (ie. negative local Z) it won't get sucked.
    4 KB (473 words) - 10:10, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    2 KB (231 words) - 10:11, 17 May 2008
  • {{code|function '''ShieldAgainstIncoming''' (optional&nbsp;{{cl|Projectile}}&nbsp;'''P''')}}
    6 KB (621 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (268 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (361 words) - 10:10, 17 May 2008
  • {{code|function '''ShouldTargetMissile''' ({{cl|Projectile}}&nbsp;'''P''')}}
    3 KB (304 words) - 10:11, 17 May 2008
  • '''Type:''' [[array]]<{{cl|Projectile}}> {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bAltFire''')}}
    13 KB (1,436 words) - 10:11, 17 May 2008
  • '''Type:''' [[class]]<{{cl|Projectile}}> '''Type:''' [[class]]<{{cl|Projectile}}>
    4 KB (510 words) - 10:11, 17 May 2008
  • {{code|simulated function '''ProjectilePostRender2D''' ({{cl|Projectile}}&nbsp;'''P''', {{cl|Canvas}}&nbsp;'''C''', [[float]]&nbsp;'''ScreenLocX'''
    8 KB (884 words) - 10:11, 17 May 2008
  • {{code|simulated final function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    21 KB (2,144 words) - 10:11, 17 May 2008
  • {{code|simulated final function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    17 KB (1,744 words) - 10:10, 17 May 2008
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    26 KB (2,575 words) - 10:11, 17 May 2008
  • {{code|function [[bool]]&nbsp;'''AdjustAim''' ([[class]]<{{cl|Projectile}}>&nbsp;'''ProjectileClass''', [[float]]&nbsp;'''ProjSpeed''', {{tl|Vector|
    15 KB (1,513 words) - 10:11, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (482 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (514 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    5 KB (526 words) - 10:10, 17 May 2008
  • A delayed-hit projectile that moves around for some time after it is created. Set during {{tl|PostBeginPlay}}() to prevent the projectile from causing a splash effect at spawn-time.
    8 KB (982 words) - 15:29, 28 November 2008
  • | parent2 = Projectile | {{tl|MaxSpeed||Projectile}}
    2 KB (170 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    541 B (54 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    543 B (54 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    1 KB (115 words) - 10:10, 17 May 2008
  • | parent2 = Projectile '''Overrides:''' {{tl|Replication|Projectile}}
    2 KB (159 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    640 B (67 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    1 KB (125 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    219 B (21 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (381 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (200 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (197 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (200 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (262 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (265 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (320 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    220 B (21 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    223 B (21 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    226 B (21 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    2 KB (185 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    2 KB (187 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    3 KB (322 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|DamageRadius||Projectile}}
    2 KB (249 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|DamageRadius||Projectile}}
    736 B (76 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1,001 B (116 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (126 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1,001 B (109 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    952 B (103 words) - 10:10, 17 May 2008
  • | parent3 = Projectile
    779 B (83 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    4 KB (403 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|MaxSpeed||Projectile}}
    2 KB (195 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|ImpactSound||Projectile}}
    3 KB (377 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MaxSpeed||Projectile}}
    2 KB (290 words) - 10:10, 17 May 2008
  • | parent3 = Projectile
    1 KB (152 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    6 KB (671 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    633 B (67 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    224 B (21 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    2 KB (217 words) - 10:10, 17 May 2008
  • | parent3 = Projectile
    676 B (73 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    4 KB (410 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    221 B (21 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|DamageRadius||Projectile}}
    2 KB (179 words) - 05:37, 31 December 2011
  • | parent3 = Projectile
    565 B (55 words) - 10:10, 17 May 2008
  • | parent2 = Projectile | {{tl|MyDamageType||Projectile}}
    2 KB (254 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (131 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    2 KB (229 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (121 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|Damage||Projectile}}
    1 KB (121 words) - 10:10, 17 May 2008
  • ...y:Match These Tags|Triggering]] this Actor will cause it to spawn a single Projectile. The damage that a Pawn receives when he touches a spawned Projectile.
    4 KB (531 words) - 09:52, 31 March 2010
  • | parent2 = Projectile | {{tl|Damage||Projectile}}
    6 KB (707 words) - 10:11, 17 May 2008
  • | parent3 = Projectile
    2 KB (158 words) - 10:10, 17 May 2008
  • ====Projectile==== '''Type:''' [[class]]<{{cl|Projectile}}>
    1,008 B (104 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    446 B (43 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    442 B (43 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    444 B (43 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    441 B (43 words) - 10:11, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    443 B (43 words) - 10:10, 17 May 2008
  • | parent3 = Projectile | {{tl|MyDamageType||Projectile}}
    445 B (43 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (386 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (298 words) - 10:10, 17 May 2008
  • | parent2 = Projectile
    725 B (79 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (507 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (304 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    745 B (75 words) - 10:11, 17 May 2008
  • | parent2 = Projectile
    369 B (40 words) - 10:10, 17 May 2008
  • | parent3 = Projectile
    340 B (35 words) - 10:11, 17 May 2008
  • ...d, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after
    5 KB (574 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    2 KB (263 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (350 words) - 12:28, 30 November 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    470 B (47 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    452 B (45 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    6 KB (732 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    7 KB (808 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (347 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    3 KB (351 words) - 10:10, 17 May 2008
  • '''Type:''' {{cl|Projectile}} '''Type:''' {{cl|Projectile}}
    6 KB (720 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    7 KB (843 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    9 KB (987 words) - 10:11, 17 May 2008
  • ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;''' ...ool]]&nbsp;'''bInstant''', [[float]]&nbsp;'''FireSpread''', [[class]]<{{cl|Projectile}}>&nbsp;'''ProjClass''', [[bool]]&nbsp;'''bWarnTarget''', [[bool]]&nbsp;'''
    5 KB (511 words) - 10:11, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    5 KB (507 words) - 10:10, 17 May 2008
  • {{code|function {{cl|Projectile}}&nbsp;'''SpawnProjectile''' ({{tl|Vector|Object|structs}}&nbsp;'''Start'''
    5 KB (525 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    5 KB (531 words) - 10:10, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    5 KB (541 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|MaxSpeed||Projectile}}
    1 KB (157 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    5 KB (549 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    3 KB (345 words) - 10:11, 17 May 2008
  • | parent1 = Projectile | {{tl|Damage||Projectile}}
    4 KB (449 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|MyDamageType||Projectile}}
    317 B (33 words) - 10:11, 17 May 2008
  • | parent2 = Projectile | {{tl|MyDamageType||Projectile}}
    853 B (92 words) - 10:11, 17 May 2008
  • weapon fire damage type (no projectile, so we put this here)
    6 KB (710 words) - 10:11, 17 May 2008
  • weapon fire damage type (no projectile, so we put this here)
    7 KB (769 words) - 10:11, 17 May 2008

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