Always snap to grid

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  • 2 KB (284 words) - 07:34, 17 June 2003
  • 24 B (3 words) - 03:02, 14 January 2010
  • This is a real time clock that I created. With some minor changes it can probably be used in a ...61.333333 * Level.Hour; // Set the hands to their starting point (current time).
    3 KB (367 words) - 18:38, 14 May 2005
  • The real time calendar for Tamearia turned out to be more complicated to code than I real
    10 KB (998 words) - 18:39, 14 May 2005
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • / Time-management class. / Coordinated Universal Time or UCT is the world standard time
    1 KB (182 words) - 10:11, 17 May 2008
  • / Time-management class. / Coordinated Universal Time or UCT is the world standard time
    1 KB (182 words) - 10:10, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • {{UE2:Time (UT2004)}}
    21 B (3 words) - 10:12, 17 May 2008
  • ...rovide support for [[wp:time zone|time zone]]s. The current local date and time can be accessed through variables of the {{cl|LevelInfo}} class.
    306 B (45 words) - 05:04, 6 December 2008

Page text matches

  • ...passed as function parameters and returned as function results, but every time the entire array is copied. They do not support replication at all.
    17 KB (2,692 words) - 23:57, 28 August 2015
  • ...est to get further help. Bring some patience, because despite being a real-time medium, communication over IRC may be slower than you may be used to from i
    5 KB (675 words) - 02:36, 9 August 2015
  • - It is subject to change at any time.
    18 KB (2,454 words) - 10:11, 17 May 2008
  • ; bool bStatic (const) : Does not move or change over time. Level designers should not change this, it will screw up net play. ; float LastRenderTime (transient) : Last time this actor was rendered.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.
    3 KB (514 words) - 20:14, 13 January 2005
  • ; float ClientOverlayTimer : sjs - client inital time count
    5 KB (778 words) - 02:29, 30 July 2005
  • ...playback speed of the animation sequence. TweenTime is the amount of game time the current animation frame is crossfaded to the start frame of the new ani ; bool TweenAnim( name Sequence, float Time, optional int Channel ) [native, final] : Crossfades from the current anima
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ; bNetInitial : It is true if this is the first time this actor has been replicated to the client. It is false otherwise. This
    4 KB (533 words) - 22:56, 18 January 2006
  • ...ot all property groups have been described yet. Please fill in if you have time.''
    5 KB (572 words) - 19:50, 9 August 2010
  • ; float LastConEndTime : Time when last conversation ended ; float ConStartInterval : Amount of time required between two convos.
    8 KB (1,074 words) - 16:18, 20 January 2006
  • ...pawn stop each time he wishes to fire. He won't move and shoot at the same time ...he pawn will ignore it. If set to 1 or above the pawn will duck during the time of "1" something (miliseconds is it? seconds?)
    3 KB (427 words) - 16:26, 21 April 2006
  • ...nyone have any idea why an AlternatePath would only be assigned 80% of the time? I assume that in the other 20% of cases, bots will just take the most dire
    7 KB (1,187 words) - 18:28, 20 July 2013
  • ; float EmitInterval : The delay between each time the sound is played in seconds.
    3 KB (481 words) - 12:34, 3 June 2003
  • I think its time to update. Today was my first time at my [http://yorku.ca/yorkweb/index.htm university]. I'm studying [http://
    2 KB (285 words) - 20:34, 8 September 2003
  • ...the time (first hill in the map), or by letting the hills switch based on time alloted to each hill by the mapper
    3 KB (488 words) - 17:26, 27 January 2004
  • ...the second arrived. Glad you're having fun though. There may have been a time when I wasn't constantly tired - I just can't remember it. :)
    2 KB (368 words) - 05:30, 12 April 2004
  • ...e are bound to cause trouble not just in this section. I think now is the time to dicuss how info applicable to Unreal/UT/RUNE/Wot/Undying is going to be
    4 KB (698 words) - 12:57, 5 January 2003
  • ...tor is allowed at the same time. If you use two Arena mutators at the same time (e.g. Shock Arena and InstaGib DM), you'll end up with NO weapons at all, n
    3 KB (421 words) - 10:53, 8 February 2008
  • ...ionInfo|PlayerReplicationInfo]] like Unreal monsters or the turrets. Every time a non-player pawn (neither Bot nor PlayerPawn) kills a player an Accessed N
    1 KB (203 words) - 12:25, 16 September 2002
  • ...e big page pointing to all classes, making it easy to navigate at the same time. (so you can browse the tree just as in UEd) I don't know if this is possib
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...ed into the same map or another, but note that UnrealEd often takes a long time to process a paste command. It can also be pasted into a text editor, where
    6 KB (889 words) - 10:46, 20 September 2008
  • ...nd has ended (because the assaulting team has completed its mission or the time ran out), assaulters and defenders switch positions. ; float SavedTime : The time the first team needed to win the match.
    3 KB (445 words) - 14:03, 2 September 2004
  • ...t. Even some AC97-audio cards have software support for EAX! It takes no time at all, has ZERO impact on performance because it's dependent entirely on t
    8 KB (1,474 words) - 07:52, 24 August 2022
  • ...4.0''. While Dad tried unsuccessfully to get Win95 to stop crashing every time he typed the word 'unix', I desperately tried to remember the '''''%#$@'''' ...I live under a rock). Love at first fight. When I played it for the first time, my jaw dropped at how realistic it all looked. (Stop looking at me like th
    5 KB (877 words) - 21:16, 1 December 2006
  • ...id-shaped (square base, tip down) antiportals in JB-Aswan-v2 and both real-time wireframe view in UEd and rmode 1 in game suggest that they really occlude ...th how I remember it working in Devastation (although that was a long long time ago, and before 2K3 & 2K4).
    16 KB (2,582 words) - 13:58, 13 July 2007
  • ...egacy:RatedMatchInfo|RatedMatchInfo]] ''Not expanded - no plans to at this time'' ...[Legacy:RatedTeamInfo|RatedTeamInfo]] ''Not expanded - no plans to at this time''
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ; bStatic : This actor doesn't move or change at all over the course of time. [[Legacy:PathNode|PathNode]]s are bStatic, for example, because they don'
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ; Sleep (float Seconds) : Waits for the specified amount of time. Note using continual low values of sleep() (<0.1) is not recommended, as ;* TweenTime = Amount of Time to "tween" into the first frame of this animation sequence if in a differen
    18 KB (2,644 words) - 13:49, 2 May 2022
  • '''Bob_The_Beheader:''' Hey, it's about time :)... I don't know very much about this, but I've done what I can.
    4 KB (446 words) - 05:01, 2 June 2007
  • ...ex situation that is impossible to reproduce in every detail, and the next time the program is executed and the situation is slightly different, the bug ma ...much as possible of the situation that caused the bug to appear the first time and the events preceding it and then successively '''strips it of everythin
    8 KB (1,466 words) - 10:37, 28 December 2010
  • ;sleeprand : '''''[x.x]''''' puts controller to sleep for random time in 0..x.x seconds (x.x defaults to 1.0)...
    32 KB (1,956 words) - 15:27, 6 December 2005
  • ...he LadderVolume. Because of this little "feature" it causes an error each time I rebuild. It should be possible to make this work somehow, so I've create ...ese ladders can you help pls any advice would be apprichiated thx for your time
    7 KB (1,229 words) - 13:27, 19 March 2008
  • ...hout fakebackdrop is much like a solid wall, and I can't remember the last time I saw sunlight go though a solid wall.
    5 KB (877 words) - 09:23, 27 December 2006
  • plus I like to play coop(like 98% of the time) ...e ISA?) network card), or maybe the cable is in wrong (light go on all the time when this haps), oh you misspelled floppy wrong, you know that? :D
    4 KB (706 words) - 09:46, 30 June 2003
  • At any time, you can change Views (from the Cascading Menus at the top of the Browser w
    4 KB (652 words) - 15:03, 19 April 2015
  • ...amn sure, but reading about it piques my interest. I figured it was about time that I did my part in helping out :)
    1,016 B (188 words) - 02:44, 21 May 2003
  • ChatFilter had some updates to the server package a couple of time. Because we don't want the old serverpackages still in the list (because we
    4 KB (587 words) - 04:12, 5 June 2003
  • ...lt properties. No more resizing dozens of components in design mode every time you change one option! :) ...when you create it it is automatically added to the Controls array at run-time so you don't have to mess with filling in the array yourself.
    12 KB (1,935 words) - 04:15, 29 September 2004
  • ...nd gotten up since last update. I imagine this won't be the first or last time, so I beg the reader's indulgence... Well, anyway, time to move on from that little side-track.
    34 KB (6,022 words) - 03:42, 5 August 2003
  • <br />Hopefully I'll have time to develop this page as I go.
    3 KB (446 words) - 15:46, 10 April 2006
  • ...of the [[Legacy:Pickup|Pickup]]. The desirability is based on the respawn time and the amount of armor that the bot currently has.
    675 B (84 words) - 22:55, 17 December 2005
  • ...mmo (travel) : Amount of Ammo to give when this is picked up for the first time
    4 KB (543 words) - 19:20, 28 November 2006
  • ...), I am rather sure that function invocations in UnrealScript are constant-time and rather efficient at that. I expect that after loading an UnrealScript .... I'll certainly have a closer look when I've got my normal share of free time back.
    15 KB (2,381 words) - 14:23, 18 November 2005
  • array is a binary search tree (BST). Should search time prove a /* Since end() returns an iterator with the same value every time, it should
    7 KB (883 words) - 18:46, 3 September 2003
  • time, to complete a traversal of the BST. the root (first time through) or the left-most child of the right
    6 KB (805 words) - 18:49, 3 September 2003
  • ...es animation control already. These where overruling my animations all the time. A good way to solve this is by setting the Physics to PHYS_None, this stop ...t their animations working online, its just a start. I might add more over time. Specially since I don't have it all working myself. ;)
    4 KB (629 words) - 11:59, 26 November 2006
  • ...xture) is also animation. That is the heart of the art &ndash; change over time. ;Texture animation: The creation of any change over time in the textures applied to the surfaces of objects in Unreal scenes. [[Lega
    6 KB (916 words) - 11:35, 13 March 2008
  • ...y main talent is programming, although I do dabble in mapping from time to time. I'm still learning UnrealScript, but getting the hang of it pretty quick. ...n world (aka the 'real world' around here), I am a student and I work part time for my dad's small business developing accounting and inventory software on
    2 KB (382 words) - 10:59, 27 February 2004
  • ...gering player as the target. It also allows the mapper to set the minimum time between firings and the maximum number of firings. ; resetTime : The minimum time between firings. Note that each individual cannon takes about 3 seconds to
    6 KB (922 words) - 17:26, 17 November 2007
  • Well, Amazon sure took their sweet time in getting my limited edition copy of UT2004 to me. Ended up nearly a week ...hanical objects and can wrap my head around 3D proportions. However, over time I've also picked up a fair amount of experience with coding as my research
    5 KB (914 words) - 17:27, 16 April 2004
  • ...o home in on. Each of these Bot guns would then fire their own weapons in time with the gunner's to simulate the effect of coordinated battery fire. The ...that are meant as counters to larger ships. Slow rate of fire and travel time.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • ...nother thing. I just choose the most used ones. I didn't bother taking the time to custom fit them for all areas, since the monsters are kind of randomly c -I dunno if I have the time, ideas, creativity, and the ability to do the mofit facelift...I'd rather f
    11 KB (2,075 words) - 08:34, 19 February 2009
  • Today I played (haven't do that in a long time) the whole map from beginning to end, and it seemed better then I expected. ...'''' days. And most of them I actually '''did something''' for it - my 1st time.
    12 KB (2,086 words) - 19:21, 13 July 2004
  • ...hat you've got a good idea of what the story behind your scenario is, it's time to start thinking in mapper terms. Your story should already have given yo ...one place forever. Also keep an eye on the total game time. The default time in the game for one round of an Assault map is ten minutes, and this is a g
    15 KB (2,732 words) - 14:00, 21 November 2004
  • ...grass-like texture in the Texture Browser and create a second layer. This time, set the "Alpha Fill" setting to black (0,0,0) (this will cause the layer t # Now that we have all the basic BSP in place for the base, it's time to fiddle with textures. Adjust the scaling and position so that they look
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...hich display on the HUD directing people to attack or defend them when the time comes. Now would be a good time to check to make sure that our door will look right when it's been blown up
    15 KB (2,465 words) - 20:35, 13 January 2005
  • Now it's time to set up how we're going to get players into this nice map of ours. As yo ...ding a lot of time running all over the place to stock up on weapons every time you die before you can rejoin the assault is both annoying to players and p
    9 KB (1,604 words) - 09:36, 5 June 2007
  • ...things (which basically means they're all huddling around the objective). Time to make them a bit smarter too (again, if you've made CTF, Domination, or s
    14 KB (2,365 words) - 06:29, 31 January 2007
  • ...ough the doorway and ...off the edge of the world. Hmm.. Looks like it's time to build the rest of our map, huh? ...must touch and "hold" (by continuing to touch it) for a certain amount of time in order to complete it (the most common way that HoldObjectives are repres
    23 KB (3,803 words) - 12:44, 15 July 2006
  • ...: When set to true the vehicle will respawn when it is destroyed after the time specified in the RespawnDelay field ...nd position (It is only posible to have one vehicle (that is spawned) at a time with this, if you have more than one it will rotate as the vehicle with it
    8 KB (1,410 words) - 06:11, 31 January 2007
  • [[Legacy:Tamearia Real Time Clock|Tamearia Real Time Clock]] [[Legacy:Tamearia Real Time Calendar|Tamearia Real Time Calendar]]
    879 B (120 words) - 04:56, 15 April 2007
  • * Editor startup time can be reduced from minutes to couple seconds by removing game-specific Edi
    2 KB (335 words) - 21:58, 15 September 2005
  • ...the grid without you having to go into it's properties and change it every time you add it, you can make actors snap to the grid as soon as you add them, w ...rty change must be saved. If you do not save the property change, the next time you load UnrealED, your change will be lost, of course, and actors you add
    3 KB (536 words) - 11:43, 24 October 2005
  • '''Note:''' Ive spent a very long time getting this to work properly online where things dont work the same as whe ...ish it to take before blowing up. DO NOT delete the spawner objective this time!!!
    6 KB (1,040 words) - 13:15, 24 December 2005
  • ...is occupied. Useful for situations where you want to know if it's a good time to ACTION_PossessPawn, otherwise you may want to keep it "Monsterized" and
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...d, gameplay speed will slowdown allowing all players to enter into "Bullet Time" like in the matrix trilogies. ExecMessage = "Bullet Time!"
    7 KB (1,072 words) - 12:44, 6 May 2009
  • ;float RespawnDelay : The amount of time before respawning the vehicle.
    5 KB (676 words) - 21:17, 11 March 2010
  • ..._EnergyCore_Delivery. This is because Power Cores can be picked up at any time during the game, but will not respawn once delivered. Therefore, if a Powe
    2 KB (263 words) - 16:08, 27 December 2006
  • ...ts the ammo had along with it, such as acid shells burning the tower for a time or frag bombs shattering and spraying shrapnel everywhere. once the tower i
    3 KB (572 words) - 17:30, 19 June 2007
  • ...ks for your comments. I'll take a screenie of the snap to grid button next time I'm using UEd. :-)
    3 KB (480 words) - 06:58, 26 November 2006
  • ...llisionRadius]] is initially 200 world units, and shrinks by 25 units each time the BioFear is touched. When the CollisionRadius has shrunken below 120 wo
    1 KB (169 words) - 12:47, 15 November 2009
  • ...brush will automagically vertex-edit all other instances as well (and real-time). Since I guess that unused model objects won't be saved along with the ma
    6 KB (867 words) - 01:59, 7 April 2006
  • ...This allows you to make revert back to the original transformation at any time. ...and jack-up the total size, to make it look like your bug-sized, but every time I use the scaler OR edit the MainScale/PostScale, all the brushes end up in
    6 KB (981 words) - 03:58, 11 September 2006
  • ...d brushes hollowed out to make room for the stuff "below deck". The first time I built the map I simply placed a zone portal (for the water) across the en
    11 KB (1,933 words) - 22:50, 19 May 2006
  • ...in your perspective view at the fake back drop. You'll need to have real time enabled in perspective view.
    9 KB (1,558 words) - 11:52, 2 March 2016
  • |longest build time * the BSP tree knows which items are drawn in front of the other ahead of time
    4 KB (518 words) - 15:11, 18 January 2007
  • ...o greatly reduce the amount of work the game engine has to perform in real time to draw [[Legacy:Polygon|polygon]]s on the player's screen. ...ossibly find someone to create the utility for you, but it may be somewhat time consuming to make.)
    6 KB (1,022 words) - 03:49, 6 December 2006
  • ...ationPoints can slow the map down; the more nodes in the network, the more time it takes to calculate a path through it. So don't go overboard. Try to eco When it's time to handle the more advanced bot behaviors such as riding lifts, using jump
    9 KB (1,425 words) - 12:59, 16 August 2010
  • ...were first introduced to solve the hidden surface removal problem in real time. The original concept was developed for a static scene with a changing view ...ed to be done, such as view frustum culling and portal rendering. The CPU-time used to do these computations could be used to enhance other effects in the
    8 KB (1,475 words) - 13:24, 14 August 2003
  • <table bgcolor="#cccccc"><tr><td><font color=black size=+2>The All-Time Most Humongeous BSP Hole Rant</font></td></tr></table> OK ... It's the time for answers. The BSP is a data structure indeed, ... it's static too. Rebui
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ...ity, or a sealed-off (with external doors, or debris) passage. Most of the time, however, players will not be particularly concerned with how they got ther
    5 KB (936 words) - 21:58, 22 October 2005
  • ...brush will automagically vertex-edit all other instances as well (and real-time). Since I guess that unused model objects won't be saved along with the ma .... the only difference was that I moved it away from the origin and the 2nd time there is no Model information in Textpad
    2 KB (325 words) - 03:43, 25 May 2003
  • In order to fix this despite the coder's lack of time/interest which haunts many mods, I found a work-around.
    3 KB (477 words) - 13:02, 6 June 2015
  • ...n exec function in your player class if you have one. This is good for one time use functions like QSFire()
    8 KB (1,259 words) - 09:21, 24 January 2012
  • ...in maps just to keep the filesize down. I'm on a 56Ghey so it takes a long time to upload as well as download ya know :-) I always keep a copy of the map w
    2 KB (268 words) - 14:13, 4 February 2003
  • ...ght be able to write a good beginner's tutorial (that or waste a lot of my time :D). ...reate a room]], which have been very "under construction" for a long, long time. I've started laying down an overview of the concepts involved in map-makin
    23 KB (3,878 words) - 20:14, 16 July 2014
  • <i>To be continued when I have more time and enthusiasm - come back NFG</i>
    5 KB (748 words) - 17:39, 26 September 2006
  • ...yer() function is called. I'll have a go at proving that tonight if I get time. ...where it's called from. You could maybe call PickTarget every X amount of time (much more frequently than the bot's normally would) though that would not
    13 KB (2,175 words) - 10:55, 18 November 2007
  • '''Wormbo:''' Welcome to the Wiki. Enjoy your stay and have a good time figuring out which way is up. ;) When you're done with that, you could add ...t figured I'd wait until I'd contributed something. :D That'll come with time, no doubt. :)
    2 KB (246 words) - 15:23, 14 January 2003
  • ...teal the hellbender code and re-mesh it as a bulldog... Not that I'll get time to do that but there we go.
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...e now and again and I am finally just about done with a map (for the first time in about a year O_o). The map is a Deck16 remake, or it was supposed to be, ...his map aswell, so much for finishing it no matter what. But at least this time it's because I realised I did 2-3 things completly wrong which is why the m
    10 KB (1,830 words) - 07:31, 6 February 2004
  • ...ks and welcome to my page. I plan on adding some stuff in here when I have time and helping out on the Wiki. It has actually come in handy a few times for ...ed in several years for Unreal I. UT2003 had already been released by this time. Note: I totally skipped the UT phenomenon. Was having too much fun with Un
    5 KB (975 words) - 22:24, 13 September 2004
  • ...r later processing/execution. So that's why I will handle both at the same time. ...hat it doesn't interpret the code, it doesn't calculate the values. So run time errors (e.g. divide by zero) are not checked by the checker.
    11 KB (1,806 words) - 07:14, 25 July 2005
  • Log("Compile time: "); Log("Execution time: ");
    2 KB (239 words) - 03:08, 27 April 2003
  • ..." |&dagger; &ndash; ''The NaliCow carcass will DeRes and disappear a short time after this behavior.'' ...emoved via Destroy(), this NPC will be automatically destroyed after a set time defined with Lifespan.
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ...of course, but it's normal to have about 30K to 60K polys *in view* at any time. Your level could have a great great GREAT deal more than than, it's all ab ...very densely with environment static meshes. These are built (most of the time) in a modular fashion, and pull a lot of the weight level textures used to
    13 KB (2,312 words) - 02:48, 23 June 2004
  • '''Boff:''' I will update this page but I don't have much time for blogs with my various other porjects and REAL LIFE interveneing (spelli
    884 B (130 words) - 03:24, 20 December 2006
  • ...r got past the model changing code, but I was instantly impressed with the time based, state based, and networking based model used by UnrealScript. It's *add time trial
    3 KB (507 words) - 15:01, 3 July 2003
  • Tiling is pretty easy if you take your time. The clone stamp tool is GREAT for tiling. Be careful when setting a brush I thought I would take time to show how I create a UT map from beginning to end. I will add to this as
    8 KB (1,542 words) - 03:44, 5 August 2003
  • ...to know about it. Now Can do anything with it and I still spend all of my time on it because I dont have the internet at my house.:( I've made at least 50
    612 B (121 words) - 03:45, 5 August 2003
  • I also tried the terrain editor for the first time, pretty nice but I found it really fiddly to use, probably because I'm work
    5 KB (1,029 words) - 03:45, 5 August 2003
  • I have just gotten the Internet at my house and i think its here to stay this time :) My site will probaly be complete in less than a week, takes a long time since im the only one working on it.
    19 KB (3,300 words) - 21:43, 14 March 2005
  • '''MythOpus:''' Nice idea, It'll take some time to code however... what will the spray paint do in the game though? I mig
    3 KB (578 words) - 21:47, 13 January 2005
  • ; float LastSeeFlagCarrier : The last time a bot on this squad saw the enemy holding the ball. Helps to deliver the "E ...AllowTaunt( [[Legacy:Bot|Bot]] B ) : Allows taunt randomly about half the time when a bot is not busy with important things.
    5 KB (693 words) - 18:30, 3 January 2006
  • ; float AcquireTime : time at which current enemy was acquired ; float ReTaskTime : Time when squad will retask bot (delayed to avoid hitches).
    10 KB (1,254 words) - 13:14, 14 November 2009
  • ; SwitchTestTime : Last time we checked the weapon correctness in Tick. See Tick below for what that mea
    2 KB (332 words) - 11:46, 3 February 2004
  • ...kill. When in use, your damage and purple UDamage light are increased each time you manage to kill someone. The damage amp limit for any player is 5 times <u>Swap Team Game</u>: Every time you are killed, you switch teams. A team wins when they have aquired all of
    8 KB (1,099 words) - 13:37, 13 May 2004
  • ...is to whatever. If your window respawns, set it to no more than the "Open Time" of your window mover. Else, set it to whatever you wish, 100000 to stay f Now, its time to set it up to be spawned when someone shoots your window. Leave your emi
    12 KB (2,088 words) - 08:27, 8 August 2007
  • ...the player runs away the bot may "hunt" it for a short while. During this time the bot has the target player as its "goal" actor.
    11 KB (1,777 words) - 12:39, 31 October 2007
  • ...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. ...t it turns out that only the coronas were working because the coronas take time to fade out and so were getting in the frame unintentionally.
    50 KB (7,997 words) - 10:52, 18 November 2007
  • ...and try to remember tricks they used to achieve their goal. There may be a time where you'd need them. Keep on reading. You need to get an overview over th If you have a lot of time and a clear brain then you might want to read [[Legacy:Actor|Actor]].uc or
    7 KB (1,273 words) - 16:40, 4 December 2005
  • ...ntent lined up, I will probably make some modifications here. In the mean time, I will post a bit about myself and my experiences, for anyone who might no ...the flag textures to be custom for our servers. It was pretty hard at the time, but looking back it was really very simple (and my implementation sucked,
    7 KB (1,357 words) - 18:10, 21 June 2005
  • //hack for interpolating crouch distance over time when pawn stands up again // UpdateShadows is time driven, to allow shadow animating
    14 KB (1,912 words) - 23:15, 24 June 2005
  • However, every time I start editing some UScript, I slowly become more frustrated with Java. Wh
    2 KB (395 words) - 16:45, 12 January 2007
  • ...lay default waiting animations when this AlarmPoint is reached. Enter the time to pause (in seconds) in the PauseTime property on the AlarmPoint. ...to the maximum number of creatures this factory will allow in game at one time.
    16 KB (2,701 words) - 10:31, 23 December 2006
  • ...putergod666|computergod666]] thinks so. You are free to add content at any time if you find something's missing. ...fast, 0.5 plays it half as fast, etc. The third parameter is the amount of time to tween from the previous animation to this one.
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  • ...the images, they were not quite what I had in mind, but I had spent enough time searching, and there was lots yet to be done. ...ffeciency can be important to some people, but I tend to prefer to take my time. The final result looked like '''Tile #06'''.
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  • And one more time with yet another different set of polys, as shown in '''Tile #04'''. ...amVent_04.jpeg|center|Tile #04: The outer circle of polys was removed this time before subdividing]]
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  • ...th textures (all 4 in my case because I have normal maps), I also take the time and care not to click OK to all, I have no idea why I do this, it just seem
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  • ...alpha at about 0.25, add another node, and move it to 1,0, so that by the time the particle has reached the end of it's life it's alpha equals 0 or totall
    6 KB (1,056 words) - 13:51, 23 February 2008
  • ...e to take it off - just to get that extra look of perfection, but not this time ;)
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  • ; float PickupTime : Time index of the last item pickup.
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  • Time -> LifetimeRange=(Min=1.4,Max=1.4) Time -> LifetimeRange=(Min=1.25,Max=1.5)
    8 KB (1,318 words) - 21:56, 7 June 2011
  • ...; prints out the content of all packages (only execute if you have lots of time ;))
    9 KB (1,218 words) - 16:49, 29 April 2010
  • ...for the reactor object to scan all actors on the level each tick and each time it finds an RCM it would call an UpdateStatus function, like this:
    15 KB (2,447 words) - 17:45, 21 April 2007
  • ...YourModPackage/Classes. The big moment approaches - will it compile first time? To reduce compile time, create the following:
    8 KB (1,250 words) - 08:00, 10 June 2016
  • ...write to the utlog file, but that sucks. Surely there is a way to get real-time debugging info?
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  • ; string CountMessage (localized) : What message needs to be showed each time its triggered. For example: "Only %i more to go..." ; byte OriginalNum : Number to count at startup time.
    3 KB (366 words) - 17:41, 28 December 2005
  • ...ry to move it. Because you are trying to move so many vertices at the same time UnrealEd will most likely crash or freeze up. *In UnrealED 3, many time importing a texture with the same name, overwriting a previous texture, and
    18 KB (3,042 words) - 14:46, 21 February 2016
  • ...cted at map change, resulting it two levels existing in memory at the same time, which generally crashes the game. ...ge collected, and there is usually at least two levels loaded at any given time. (The current level you're playing, and the "entry level.") I believe that
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  • '''Col:''' Wow! Hey Aphex! Long time no "see"! How could I forget our best level designer? :P Thanks Tarquin!
    794 B (141 words) - 11:57, 14 December 2005
  • ...xItems = 1, on the other hand, means only one Skaarj can be in game at one time. Try flipping your settings around. See also [[Legacy:ThingFactory|ThingF
    2 KB (324 words) - 21:34, 25 December 2006
  • ...n, the processing overhead required by that compression usually takes more time than using it saves. ...es you made on it. Changes that were committed since you updated the last time will be merged with your local copy &ndash; after that process you'll have
    8 KB (1,364 words) - 16:39, 9 January 2003
  • It can be very useful and safe a lot of time when all coders who are working on the same project use the same style of c ...g style are influenced by whatever language I am developing most in at the time.
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...something to activate it in order for it to do its job at the appropriate time. See [[Legacy:Activating A Mover|Activating A Mover]] for details.
    2 KB (348 words) - 20:07, 28 December 2005
  • ...ant to be in <u>plain english</u> and adopts a learn by doing strategy. No time will be wasted explaining why you're doing anything or try to get you to un Now this time right click the Cube Builder button. The CubeBuilder properties window open
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...quently do) writing ''both'' the opening and the closing brace at the same time and then filling in code between them. ...to an existing class. Make sure that the specified class is ed at the time the script is compiled.
    41 KB (6,822 words) - 16:58, 29 April 2010
  • ...ut it up on display. In the days since, I have spent unhealthy amounts of time studying the new codebase, and can thus far only conclude this: The DE particle emission class == cool. It’s about damn time UT had some proper support for beam effects.
    9 KB (1,623 words) - 09:30, 11 January 2005
  • * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Animated Real-Time Textures]] ...l in HTML format about making textures (by monsto). Because he's short on time at the moment he asks that somebody put it on the Wiki: http://mb.link-m.d
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  • ...door, arm in arm with the new term at university. I hope I'll have enough time to study while modding ;) '''Claw:''' Heya. Time's not (yet) so bad actually, the lack of support ails me more. :/
    2 KB (282 words) - 14:21, 8 August 2003
  • ...dig up sufficient server space to hold a lot of stills and movies, AND the time to design and mount a website. i need a Pluterday.
    4 KB (657 words) - 12:30, 23 April 2004
  • ...ws you to enter the properties of the "cube" that will be created the next time you '''left click''' on the Cube icon. * Right then, now that you've finished playing around, it's time to create 3 more rooms. Using Shift + the Left mouse button move your red
    7 KB (1,253 words) - 09:21, 25 March 2008
  • ...check '''Flip Normals''' if the object is inside-out. Right now is a good time to adjust the resolution by changing the 'Patch Topology Steps' (Higher is
    5 KB (868 words) - 08:44, 11 October 2002
  • Lets start by cloning the end circle over twice, 16 units each time. Now lets uniformly scale the circle upwards by 120 (''Look at the XYZ fiel ...tly(''Cut endpoint snapping off when you aren't using it''). Now is a good time to delete the extra lower half of the circle.
    8 KB (1,464 words) - 00:16, 1 December 2004
  • '''Tarquin:''' Oops. Yeah, I knew about "private" being wrong, but by the time I notices I was all perled out. Should it be "Non-editable" instead of priv ...don't see anyone else rushing to fill out those classes, and I have little time to devote to coding as it is...
    10 KB (1,534 words) - 23:59, 4 January 2006
  • ...ick() is called by the engine each and every tick/frame. DeltaTime is the time that has passed since the last tick/frame. According to [[Legacy:Actor/Met
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  • playercontroller by the time this gets done. Instead the interaction should be added in somewhere like t
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  • ; float LastGotFlag : Indicates the last time a bot sent the voice message, "I've got our flag." The game ensures that at
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  • This time it's different.I find myself devoting more time and effort to learning the ropes. I've been away a long time ,I picked UED back up again and having started working on making some new m
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  • ; float LastSeenTime : Time I saw the last enemy (auto updated if EnemyNotVisible enabled) ...linked list of all the [[Legacy:Controller|Controller]]s present. The only time it is ever called is in [[Legacy:Controller|Controller]]'s '''''PreBeginPla
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  • ..., it will track and shoot at you in this 'ghost' state. This is the first time I remember getting the cannon to work.
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  • ...ng. The only real trouble is that for those 3 days, I don't have a lot of time to test code. I also spend two of my four days off from that job at my oth ...can't think of anything that's really a "must have" feature, so maybe it's time to not add anything ;-).
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  • // so that the amount of time it will take each loader to update their settings will
    22 KB (2,421 words) - 16:02, 18 November 2007
  • If this was a mod project I was really fervent about, I would have taken more time in preprod to plan things out and probably try and get a modeller for some
    1 KB (216 words) - 12:28, 26 February 2003
  • ...izontal rule between paragraphs means that the second one was written some time later. I realize some other DJ pages do this as well, Reconn's just happen ...had before, looping through my array instead of DynamicActors. When I get time, I'll look to see which of the tricks I've had to work out aren't documente
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  • ...hed variables (''var()'') will be editable by the level designer at design time - in that nifty object properties box.
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...was a animated door that I wanted block the players passage until at some time I play the animation on it of opening and then allow the player throught.
    3 KB (386 words) - 16:04, 17 December 2005
  • ...en set the tab length accordingly. I've used ConTEXT for a very very long time and the only problems I've had with it are the occasional graphics glitch b
    3 KB (516 words) - 10:15, 1 July 2007
  • ;*Most of the time, each [[Legacy:Controller|Controller]] has a [[Legacy:Pawn|Pawn]] attached
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  • You can change the scale at any time to resize your terrain, but it will scale all your terrain's features too ( ...having the same problem as you guys. I think it's just that UEd needs some time to wake up and realize it has to render terrain....
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  • ...ndash; Rotating Textures (UT2003). Will write up a little usage thing some time.
    2 KB (365 words) - 08:33, 19 June 2004
  • ...in Unreal 1) Enables you to breathe underwater for a very very very long time. (About 17 minutes.)
    5 KB (837 words) - 13:47, 4 September 2014
  • ...tion pauses the current game. Unpausing is done by pressing PAUSE a second time.
    4 KB (679 words) - 00:39, 17 October 2008
  • ;;; Time ms :
    7 KB (745 words) - 23:38, 22 November 2005
  • ; STAT FPS : Shows [[Legacy:Polycount|polycount]] and frame time in milliseconds.
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  • * '''amphibious''' : Sets the time your character can stay underwater before taking damage to about 20 minutes * '''playersonly''' : Effectively stops time for everything except your character and hovering vehicles (e.g. Goliath, M
    5 KB (797 words) - 12:52, 27 September 2007
  • ...mostly self explanatory. There are perhaps a few I missed. (I didn't have time to go through and test all the ONS ones) But if you look through the Unreal
    6 KB (741 words) - 14:15, 22 October 2009
  • ...rnal progam, some text messages. I created this code to let's know in real time the status of the game by an external application.
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  • ...as, how fast it shoots and so on. As I started up by zero I spend a lot of time on figuring out how the new gun behaves on the changes. I guess you should So this is not much - but I needed some time to find out how all that works with together with a friend. And it is still
    8 KB (1,399 words) - 13:58, 16 December 2005
  • At this point, if you want to save the brush for possible re-use at a later time, export it. Select '''[[Legacy:UnrealEd Main Menu|UnrealEd Main Menu]] -> B ...t this point, if you want to save the brush for possible re-use at a later time, export it. Select from the Brush menu: ''Brush -> Export''. You then must
    8 KB (1,366 words) - 20:04, 28 December 2005
  • ...a separate zone. Because of the way they set up the doorways, most of the time you can't see past the little door zones, and therefore can't see the mesh
    3 KB (527 words) - 01:17, 15 April 2004
  • ...The HUD will look vaguely like a cross between Legend of Zelda:Orcarina of Time, and GTA3...
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  • I'll have a look when I got time. Thanks for the advice. I got it! I dunno what I did wrong all the time, but I asked in the 3dbuzz.com boards and they helped me with my problem. I
    3 KB (482 words) - 03:13, 30 September 2003
  • about this time i was thinking that this new viewpoint flexibility might be valuable to oth
    8 KB (1,249 words) - 06:00, 12 November 2003
  • ...and UT2003/04, and there are two parts to it. One is to make sure that any time you're checking to see if a player is carrying a particular flag, you check ...make sure flags get dropped properly. You just need to make sure that any time a flag's Drop method is called, you go through all the flags and make sure
    5 KB (784 words) - 12:06, 7 November 2004
  • ; LastSeeFlagCarrier : The last time the enemy flag carrier was seen by a squad member
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  • ...arm(), EndAlarm() : Turns the alarm on and off, after a hacker runs out of time
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  • '''Copperman''': Been away for a long time. Still running UT(99) (Can't afford to upgrade) *Waves* :) '''Copperman''': Currently working on a brand new map, CTF this time. W00t in fact, for 2-4 teams. I like the w00t idea, it takes CTF in an inte
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  • ; Float lastPlayedTime : Time when conversation last played (ended).
    3 KB (380 words) - 18:41, 11 February 2004
  • Time
    37 KB (1,854 words) - 16:01, 10 January 2005
  • +- Time
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  • ;float CameraChangeTime: Amount of time in seconds each camera is viewd in VT_MultipleActorView mode.
    2 KB (281 words) - 11:01, 18 November 2007
  • ...the spawning player. So we're going to call our GiveWeapon function every time a player spawns. Simple!
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  • ...a crawl and can inflate the game's log to several megabytes after a short time already. ...tic and/or have <code>Physics == None</code>. FastTrace requires much more time than the checks used within the loop, but those checks would catch almost a
    24 KB (3,718 words) - 23:41, 18 March 2009
  • In both cases, an email containing time, IP address, modified page name and submitted page content is dispatched to ...as this page grows. The chongquing tool was very handy though, and just in time, as this spamming binge was enormous.
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  • ...; actually, for <number of links you added> times ten minutes. After that time, your read-only restriction will be automatically lifted.
    1 KB (230 words) - 15:13, 17 January 2005
  • ...iki as well as a few very talented and patient people. I figure it's about time I get together a few of my creations and write up some tutorials to give ba
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  • ...just to clarify... I never worked on infiltration, and I spend most of my time playing deathball (hey, it's fun). ...rned C++ over the summer, then took up UScript pretty much all of my spare time (I was 14/15). I've worked on several projects - including the doomed Matri
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  • ...t. Like for loops, the engine maintains a counter for recursion depth. Any time one UnrealScript function calls another (or itself), the counter is increme
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  • ...ts are in french but the code itself works just fine. Also you can set the time in UnrealEd itself. When you go in the zone you will see a timer in the chat saying how much time you have left.
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  • Just a simple script to help mappers and coders out. A One time use 'RoundRobin' that goes down the list in it's Dynamic array and triggers This RoundRobin has a one time use only however but it can be set up
    3 KB (457 words) - 16:04, 18 November 2007
  • ...surface will also reflect the world. But because it can't be done in real time, we'll use predefined [[Legacy:Environment Map|environment map]]s. With the Choose ''File'' -> ''New'' one more time, set the package and name correctly and chose '''Combiner''' in the list. Y
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  • ...e downloaded before the Login function is called next. This can take some time&mdash;the level could change; another player could have gotten the slot.
    3 KB (440 words) - 18:46, 15 October 2010
  • ...lar map, texture, or other package, the server sends you it. So the first time you play VCTF-WS-StupidDeathRocket2k4 on someones SUPER1337BALLISTIC-MMORPG ...ry, with garbled names, and keeps the filename in Cache/Cache.ini, so next time you need those packages they don't need to be downloaded again.
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  • Fire: launches a grenade with a 10-second time limit. If it hits a player, it will attach to the player and beep once ever At power levels above 200, the disc will cause a shockwave each time it hits a wall.
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  • .../** After a player touches the Locker, he must wait this length of time before being able to touch it again */ .../** If not AlwaysOn then the locker is disabled for the configured delay time */
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  • ...etty wonderful considering how much stuff they put into a scene at a given time. On the other hand UED has been using the 'subtractive' world afaik straig
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  • '''MythOpus:''' Me And... Graph!k dicussed this a bit a long time ago when he was working on Laser Wars I believe. We found that the DamageI
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  • This is the Tournament DeathMatch gametype and at the same time the superclass of all other "playable" UT game types. ...If this is True players receive 50% more damage and jump 10% higher. Game time goes by 10% faster.
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  • ; float LastValidAnchorTime : last time a valid anchor was found
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  • ...r]]) are available for your use, even if they don't make much sense by the time you get to them.
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  • Objects will be cleaned up at garbage collection time, provided there are no Actors that retain references to them. You can expli ...er, after that is all done, the reference to it still exists, and the next time i go to spawn a fire, it decides the original one still exists, so it uses
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  • ...nding out a bunch of new events. The dispatcher also has the capability to time when to send out these subsequent events. It is important to point out that ; float OutDelays[8]: The time to wait before firing the corresponding event. These are sequential; ie the
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  • ...al'' textures. Procedural textures are calculated and re-rendered in real-time and provide realistic-looking, non-repeating smooth texture animations that ...1008/http://unreal.epicgames.com/Fire/AnimatingTextures.htm Animating Real-time Textures] by Erik de Neve (Epic)
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  • <font color=blue>RespawnTime=</font> Respawn after this time, 0 for never respawns<br>
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  • * Limited w/recharge (don't use it for X amount of time, ammo begins to recharge)
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  • '''Dawn:''' Buji! Long time, no see! How come I never see you at my Palace anymore? 66.150.112.167 BF
    556 B (86 words) - 13:58, 4 December 2003
  • ...difference is primarily academic, as both have an almost negligible access time.
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  • ...it was just something for myself to play with. I tend to spend most of my time trying things out instead of making proper maps for the Unreal games, stuff I have a full time job fixing laptops, cameras and data projectors in a college, which is grea
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  • UT1 had a much clearer concept for its time. While it's clear to me why the used unrealscript in Unreal 1 a switch to j ...nce to play with pointers to functions (a blast from my C past) for a long time so it's nice to have that facility back It's a shame they didn't make more
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  • This special [[Legacy:Teleporter|Teleporter]] class deactivates for a short time after someone used it to prevent the bots from telefragging other players. ...d with Facing Worlds, is in the collision cylinder for a sertain amount of time, it will activate. So it would be like this: 0 min. Person teleports. X min
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  • // Also increase a bit the amount they jump each time
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  • // Player is being controlled locally at the time of activation! ...ne to adjust acceleration instead, for a start, perhaps make it decay over time. I don't have the Pawn source in front of me but just modifying P.Accelera
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  • * More to come if I get the time.
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  • Unless it's for my Japanese class, so far I've had no trouble finding the time to do work for that class.
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  • ...eady, and I don't have a clue why. I just run into this place from time to time)
    7 KB (1,310 words) - 13:42, 27 August 2004
  • ; NetWait (int) : time to wait for players in netgames w/ bNetReady (typically team games)*/ ...s to reduce damage. This specific version first tests the spawnprotection time before calling its parent class's version of this function (basically to al
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  • ...limit is quite low too... So be sure you're only sending one message at a time, and only at key times. I like to instead use the '''''ClientMessage()''''' ...used for in-game effects like a laser. This function can be called at any time and will be "stored up" by the engine until the next frame is drawn. You ca
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  • New material should be linked from this page for the time being. It maybe linked to from the [[Legacy:Home Page|Home Page]] in the f
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  • ...er. This behaviour is explicity coded into the game. ''Is there an "extra time" function for CTF games and the like?'' ...r cap limit) both to zero then the game will automatically set a 20 minute time out rather than start a server that will play a single map forever. This b
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  • ...t it's a bit pants but hey - what is this life if full of care, we have no time to fix broken code.
    6 KB (1,038 words) - 02:26, 23 March 2005
  • ...nd minimum time between sounds being played. The engine randomly chooses a time between these values and plays one of the sounds at random. You can also te
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  • These console commands can be activated at any time whether cheat mode is enabled or not.
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  • Each time a package is compiled, a checksum is generated. When playing over a networ
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  • ...s that exist at compile time, but are not visible from the class compiling time because the class it refers to is compiled after this class.
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  • ...modellers would have a hell lot of work. The poor coders (not me, I'm part-time ;) will cry rivers. To have a working ''Documentation compiler'' still will take some time. My damn monitor suicided. I used an old 14" thing, which did strange thing
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  • ...all the guns (and ammo) where u start need i say more, I was board at the time and felt like killing something that day ok a few things... alot of things
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  • ...loved the original UT99 and I was glad to offer my services, which, at the time was jsut Mapping and Bug testing. It's since then grown, and I've learned a
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  • ...ng some creative techniques to get in the base. I think I'll try them next time I play. It's improvement time. How well I am in the UT world I will never know, thanks to ngWorldStats no
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  • ...Engine, Each Town is a fully living, breathing world. Fights Occur in Real Time. Could you imagine what you'd play is? Would you be a Swordsman, Hacking an ...ossible that I simply got the code wrong though as I didn't spend a lot of time on it. I do agree with Foxpaw though - having the engine source code won't
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  • '''MythOpus:''' Nice idea, It'll take some time to code however... what will the spray paint do in the game though? I mig ...w:''' I discussed both ways with my dad, who got the idea for this, a long time ago. Either way works with him, so either way works for me. I like the id
    10 KB (1,756 words) - 17:35, 13 June 2004
  • ...re after a configurable time limit and either explode or disappear at that time '''dUc0N - 10/27:''' Well, time to start researching the wonderful world of UnrealScript :)... If anyone co
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  • ...nPlay have failed as Level.GetLocalPlayerController() returns none at this time. The latest code is below, the older code is removed :D ...the 'scrying' player is any number of players can be 'scrying' at the same time. Setting the visibility using my code above now works fine on the client-si
    22 KB (3,439 words) - 19:17, 20 September 2004
  • ...ce some functionality that I wanted in game but now I have time). Just in time to make the contest final window (hopefully &ndash; although this is not my
    5 KB (1,021 words) - 12:12, 29 January 2004
  • Time for an update! :B Maps are good. So are weapons. New map should be out <s>s
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  • Read text and notice "Save" to spend time. Press "Cancel" just for the power it gives your ego. ...whole new ballgame! Well, not literally a ballgame, but my point is, this time around we've got the cool ninja moves like walldodges and high-jumps and th
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  • var(_Current Time)transient int Hour; ...heir package name. In Deus Ex, just the resource name is given most of the time.
    7 KB (1,040 words) - 10:42, 25 November 2006
  • ...pointed out to me that you can link a UIList to a datastore. I guess its time to find out what a datastore is. I did a search for "GameModes" and in amon ...k it nothing happens. We need to write some code to change the image each time the user selects from the list. That was the OnValueChanged that we wrote i
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  • ; Float CombatDifficulty : Combat Difficulty, set only at new game time
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  • ...orking with them because it's like being at work again. And so much of my time gets used by things outside of my control I'm rarely even close to a due da
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  • ...:''' Sounds reasonable enough. It'll just be a matter of getting a little time to do it. There's a lot of info here. Baby steps... ;)
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  • *# Move time can be specified for each keyframe. ...Description: Tournament producers have unveiled their latest arena. This time UT takes you deep into the deserts of Egypt to the ancient Temple of Katahf
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  • '''Dr.AwkwArD:''' Well, I guess it was time to start assembling my little neck of the woods on this here WIKI thingy.
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  • ...ng most if not all features of the HTTP protocol. This might save you some time.
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  • ; ZoneLight -> DistanceFogBlendTime : fade time when entering this zone. Only has an effect if the zone the camera is movi
    6 KB (1,010 words) - 01:03, 22 March 2008
  • I spent most of my coding time today trying to code what I thought would be a simple feature. For my mod p
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  • ...ther suitable weapons. ''(Only one so far, hope to have a second ready in time for release.)''
    2 KB (339 words) - 13:15, 31 August 2004
  • ...is a projector that will be detached and re-attached to level actors every time its location or rotation has changed. This is usefull if you want your proj
    889 B (110 words) - 07:28, 12 October 2004
  • ...never supposed to be with - 20 health and a screwed up objective manager. Time to restart the level i think.
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  • ...pped (by the command 'mutate DropRune'). You can only carry one rune at a time. | style="text-align: center" |Become invulnerable for a limited time
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  • **(Unnamed): Time management/offline blog software ...just recently fell in love with the C# language. I'm trying to balance my time between C# and UnrealScript, but Unreal just keeps winning ;)
    2 KB (272 words) - 11:07, 25 September 2005
  • ...is a very unusual problem which I encountered recently (not for the first time) that makes it impossible to build geometry. Its hard to explain, lets say ...->dispay and resetting the "drawscale 3D" settings all back to 1. The last time this happened to me, one of the drawscale settings was 1.2 instead of one,
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  • * There can only be one thing in a belt slot at one time. ...to make effects for an instanthit weapon. Has 6 arguments, if someone has time, he can replace blablabla.
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  • ...titled 'Oblivion'. I am working on it by myself, so it may take quite some time. However, I find it very interesting to work on, and I am confident that it
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  • according to the amount of time you hold the button, better features in the future
    11 KB (1,085 words) - 16:34, 15 April 2006
  • ...as to inexperienced in the map creation process to really give an accurate time to compleate. ...ut every 5 to 10 hours, this would be a major earth quake, at this present time I am unsure of the exact implementation of this, but intend to learn it as
    21 KB (3,911 words) - 04:40, 22 February 2008
  • ...for production quality Renoise is superior in render quality (most of the time this is...)
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  • ...as to inexperienced in the map creation process to really give an accurate time to compleate. ...ut every 5 to 10 hours, this would be a major earth quake, at this present time I am unsure of the exact implementation of this, but intend to learn it as
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  • ...snout'' on Quakenet. I'm normally on IRC between 21:00 and 22:00 UK local time (if at all). Sorry, but I don't use Yahoo Messenger, ICQ, or most other IM ...a pot, add UT3 (patched), a pair of kids at school, a wife out most of the time, and simmer gently adding coffee and Fair Trade stem ginger cookies to suit
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  • * [[Legacy:RoundRobin|RoundRobin]] : each time this is triggered it calls the next event in a list
    8 KB (1,250 words) - 10:19, 22 July 2011
  • ...I don't have to do the cutting/pasting/ect thing to make it work. Quite a time saver, if it works for anyone else.
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  • * can remember the instigator's DamageScaling and apply it at explosion time
    11 KB (1,442 words) - 07:56, 19 November 2007
  • ...up]] can affect a [[Legacy:TournamentWeapon|TournamentWeapon]] at the same time but only the [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/PickupPlus]] items are al
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  • ; EGlowAnim GlowAnim : How the effect's glow changes over time while it's visible. How the glow changes over time while the effect is visible.
    5 KB (745 words) - 08:04, 19 November 2007
  • ...tem is spawned after the previous one was picked up or a certein amount of time has passed (see bEmulateMultiItem, StopEmulation(), Duration[] and DefaultD * before the first item is spawned an initial interval of time set for this item has to pass (can be set individually for each item, can b
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  • ...op the emulation mode by calling the MPP's StopEmulation() function at any time.
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  • ...3'' format in UT and earlier games (except [[Legacy:Wheel Of Time|Wheel Of Time]]). ...tly through the game or the editor. (However, there may occasionally be a time when this is not possible. In such a case, this option is always open.) Se
    6 KB (1,080 words) - 16:47, 29 April 2010
  • ...ctually a problem with the model itself, I realized much later, but at the time, I had no idea, and I was tired of asking other people what the problem cou Around that time, I began my first project on my own - ColorInstaGib.
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  • ...for the trauma that is to come. So, off we go again, whizzing forward in time to today. ...ly bright side about this is that you can hear them coming and have enough time to prepare for the onslaught. At this point one of two things will happen.
    17 KB (3,227 words) - 02:26, 16 June 2007
  • ...n the new sniper rifle is great, once you get used to the extended loading time. * There’s still no option to disallow extra time in team games. A very useful feature in clan matches (is there a mutator t
    13 KB (2,336 words) - 11:08, 5 November 2003
  • ...peatedly against the wall of insanity that is the UT3 UI. My goal, should time, enthusiasm and alchohol permit, is to make my regeneration mutator UI work ...et to grips with the code. Although, to be fair, I did spend a ''lot'' of time "testing" the game out.
    56 KB (10,109 words) - 10:44, 28 December 2007
  • 1. (First time only) Configure Winamp: 2. (First time only) Configure Icecast2:
    10 KB (1,676 words) - 00:33, 23 January 2007
  • ...s syntax]] execute [[Legacy:Console Commands|console commands]] at compile time. This is useful for keeping content closely coupled with the code that uses ...compile time, so that you can reference objects in that package at compile time. For example, say you want to store a bunch of textures in a seperate .utx
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  • ; range TimeTillResetRange : If AutoReset is true, this is the time delay range for resetting.
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  • log(class@"Found newer time than"@NewestTime@P@P.PlayerReplicationInfo.PlayerName);
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  • Well, much has changed since the last time I updated this page. ngWatcher - this mutator shows you real time ngStats information, such as efficiency, frags per hour, and accuracy in a
    4 KB (635 words) - 03:48, 5 August 2003
  • ...then use a mutator to substitute them in and regenerate the mana pool over time. The current state of the mutator can be ascertained at my [[Legacy:Eldhrin '''Wormbo:''' Hi and welcome to the Wiki. :) Have a good time around here.
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  • ...As it turns out, this isn't such a bad thing, but it was irritating at the time. RocketLauncher has two firing classes derived from ProjectileFire - one of
    8 KB (1,483 words) - 07:14, 11 December 2004
  • Well knock me down with a feather - as far as I can tell at the present time, '''ucc make''' works under WineX. Whaddaya know... now I just need to make ...t's too big. Okay, so it's actually going very well, but I just don't have time to code up so many weapon classes for this. Anyone who wanted to help would
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  • ; float duration : Time in seconds quake lasts. ; float remainingTime : Remaining time of the effect. This is decreased in 0.5 second steps from the Timer functio
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  • ...fle. 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
  • ...ver; the velocity increases as the number goes DOWN. Imagine my suprise :) Time to code more... ...e answer was that the `ucc make` would add 15 minutes to the total compile time and that it would need some work to get ucc make independed from the editor
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  • ...o driving. In non-event driven programming you control the car the entire time you're in it, holding the steering wheel steady and always able to react to ...ost complicated issues surrounding UT2K3 and we will spend a great deal of time on this issue later. More: [[Legacy:Replication|Replication]].
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  • If you have time, please go back and fix the link that brought you here so it goes directly
    315 B (53 words) - 10:11, 9 August 2003
  • ...s some time at the market. But had´t understood much off all it. Till the time UT2K3 cames out I wrote several small Mutators for myself to see what will So, that should be enough information. Just one informatione left. At the time I wrote this, I´m 21 years old.
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  • // keyframe change and moving time interval.
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  • Once apon a time I went to Kids R Us to see if I could find Computer Games there, and supris
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  • "#exec" directives execute console commands at compile time. Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar You can use the OBJ LOAD parameters to load a specific package at compile time to allow specific objects in that package to be referenced if they're not a
    8 KB (1,148 words) - 15:00, 7 December 2004
  • ...in doing something for the mod, but not on a semi-dedicated level. By the time we have a release candidate I expect quite some people to contribute to the ...e of short cuts or alternative routes this can be more than one. Now every time a user enters a volume it will check if this volume is in the list of "next
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...should be saved when submitted in order to support more admins at the same time. ...a shit load of non linear code (just like UT2003), damn it takes a lot of time to go through it, I bet people get the same idea when they check out the UT
    15 KB (2,477 words) - 02:28, 3 March 2004
  • '''''2-2-2003''''' Argh, the whole tree creation time takes about 5 second now, but when there are classes with the same name in ...e also detected and almost parsed completely, same for structs. so at this time I'm able to convert a unreal class to an object with all the class it's fea
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  • ...s based on CTF, but instead of flags you have to capture a beer crate. But time is important, while you are carrying the crate you will consume the beer un
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  • Long time no entry. I'm going to switch the layout of my dev journal to a per day bas Grrr... I really hoped by this time I was able to log into the VPN again, that's why I started this log entries
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  • I'm a full-time poster and part-time moderator on [http://www.shacknews.com Shacknews] working on a to-be-named
    873 B (136 words) - 08:41, 21 April 2004
  • '''EntropicLqd:''' Hello and welcome. The Abandoned Base is one of my all time favourite maps.
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  • * The Wheel of Time
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  • working on a long-term, when-i-have-the-time 1st person total conversion, have set up a [http://www.planetjeff.net/ut/Ca
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  • if (j > 0) Log("Package '"$cmd$"' was removed "$j$" time(s).", 'Remove');
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  • ...riginal Unreal Tournament 99. I will switch it over to 2k4 when I get the time but for now its under the old one. ...mapping for UT99 in the intro para you know. Edits on the wiki aren't one time only edits... You can change anything anytime you wish...
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  • ...n to 2.) When the aiming reticle is held on a target for a short period of time, the Bio Rifle automatically primes itself to launch glob projectiles at a
    13 KB (1,142 words) - 23:47, 25 October 2007
  • ...this class is exported to <code>''packagename''Classes.h</code> at compile time unless the ''noexport'' modifier is specified. The exported C++ declaration
    10 KB (1,559 words) - 18:22, 28 January 2013
  • ...evel specified music work? Someone did report that the music gets weird at time during multiplayer play, so maybe that has something to do with it. ...eal with multiple melee and thrown and guns being in inventory at the same time.
    13 KB (2,154 words) - 10:53, 29 November 2009
  • ...ll when I get around to making some nice gibs. This game needs gibs. Big time. All we have right now are limbs that fall off, and exploding heads. Need ...nd IN gametypes on top of it, so that everyone could use it ... but by the time I realised I should've done that, I was pretty much to the "done" phase, ab
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  • var int ShellsLoaded; // Vultures can only load 2 shells at a time. // Shells reload after the change in time exceeds the specified charge duration
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  • '''Tarquin:''' (damn, Zxan beat me to it this time!) Hello and welcome!
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  • ...ed. Typical examples are ''Sleep'' which waits for the specified amount of time before returning and ''FinishAnim'' which returns when the current animatio
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  • ...ace in a given scene, we need a method of integrated control over the real-time animation to ensure that the character behaves correctly. ...the local pathfinding system. Since dynamic obstacles can be moved at any time, the AI needs to continually query the physics system for the presence of d
    8 KB (1,342 words) - 07:28, 11 October 2006
  • ...?target? to represent the fact that the AI will engage a single enemy at a time. ...nges significantly. Obviously, if the AI or its target dies, that?s a good time to reconsider the current target.
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  • ...g/building like fog, the player just outruns it unless sitting still for a time.
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  • * Race against time to stay alive amidst heavy handed airstrikes that increase in frequency and
    8 KB (1,406 words) - 12:41, 24 December 2007
  • ; SPARK_Pulse : Great for pulse-trains, ''FX_Frequency'' sets the time frequency, and ''FX_Phase'' is the spatial frequency: 0=pulsed fire, use hi var byte ByteD; // Exp.Time.
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  • ...andard's properties and select defense time and put what ever you want the time limit to be for your level. ...FortStandard, the engine will take the highest value as the intended game time limit
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  • ...velocity will generally depend on the entrance velocity and the length of time spent in the wind tunnel.
    2 KB (372 words) - 01:55, 7 April 2006
  • ...hat I was in complete denial about before :) ... I cant do textures. Every time I've tried to build a texture myself to go on one of my meshes it ends up l
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  • ; float WarmUpTime : Amount of time to simulate during postload before water is first displayed
    6 KB (823 words) - 06:00, 15 July 2009
  • ...t be possible to spawn multiple beams in different directions, at the same time? I have made a firing class that shoots a beam in a random direction, but I
    4 KB (665 words) - 19:50, 22 January 2006
  • ...ered, alters the fatness of an actor from one state to another, over a set time interval. ; float ChangeTime : Time interval for the fatness change.
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  • ...rt of the reason I decided to start making my own maps... it takes alot of time. :)
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  • I'm mostly a lurker. Keep to myself. But I do enjoy company most of the time.
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  • My job leaves me with a lot of time to think. Some people ask if I lie awake at night thinking about these thin ...king 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're ca
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  • I have, for some time, been interested in Robotics and Computers. I would imagine that most of th Rules-based AI has been around for a long time. This type, though it can simulate a human opponent in games, is in no way
    11 KB (1,915 words) - 07:42, 31 August 2003
  • ...f by entering warp space, and remain there until you log in again the next time. This greatly simplifies saving and loading to a level manageable from with ...ve a true "save" and "load" feature on the single-player game, but for the time being that is not practical without native saving and loading support, or l
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  • ...ad and make the ships, but I am worried that I will not have them ready in time for phase 2, and I'd like a shot at some free money. ...sed before the other packets arrive, thus they will already be gone by the time we want to sort. The only way around this would be to place a delay on inco
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...Used only for the apocalypse&ndash;makes them carry their gun out all the time so as to get in more fights.
    7 KB (918 words) - 00:50, 17 October 2004
  • ...serious problems if the audio system is rebooted, which can happen at any time during the game if the player changes certain options in the audio menu. U
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  • ...dObjectives, but since those both require a bit of scripting I didn't have time to really put together a good explanation. Hopefully I'll be able to do th Not sure how much time I'll have for this sort of stuff in the near future what with Xmas coming a
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  • Sorry i did't get time to get involved in this wiki alot for reasons concerning SchoolWork, and ot ...ast, I spent so many hours on this site, when I was younger. 21 now and no time to enjoy UT anymore.
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  • ; float FadePhase : Time offset. When creating or resetting FadeColor at runtime, set this to -Level ...his settings doubles the fade time. Divide FadePeriod by 2 to get the same time as in FC_Linear.
    999 B (133 words) - 10:10, 11 October 2005
  • ...odelled as a force, so at higher frequencies the force is applied for less time in each direction, resulting in lower ripples. Actually, that makes so muc
    2 KB (323 words) - 14:53, 18 November 2005
  • ...ure|FractalTexture]], also known as "real-time procedural textures", "real-time animated textures" or "fire engine textures". (the fractal texture classes
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  • ; int TimeLimit : The time limit of the game. ...allOff : The rate at which the FearCost in NavigationPoints decreases over time.
    34 KB (4,705 words) - 13:54, 7 April 2008
  • Time of flight 0.893187513077744 s :-) ...m> Transform Permanently. This resets any rotation and scaling '''the next time you build your brush''' (click the box icon again )
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  • Allows a specific tag and time to be set for each sequence in the mover's [[Legacy:Keyframe|keyframe]]. It ; OpenTimes[6] : OpenTimes[''n''] is the time taken to open to keyframe ''n+1''. Eg, The mover opens to keyframe 1 in Ope
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  • ...licated once) : If a time limit is set, number of seconds to go until that time limit is hit. RemainingTime stays at zero in overtime; it doesn't go into ..., you'll have to invent a more direct [[Legacy:Developer Journals/Mychaeel|time synchronization mechanism]].
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  • ...metype names here. Obviously there are new ones coming along from time to time, but the official ones can be listed and the Power of Wiki can be left to d
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  • ...en this page. If you spot them while browsing, please fix them if you have time.
    6 KB (866 words) - 03:35, 24 September 2004
  • .... If you use an abbreviation, give the full term in parenthesis the first time you use it on a page, like "OCD (Object Collision Detection)" or vice-versa External links are altered and re-routed all the time because people change servers, or lose interest in maintaining the structur
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  • ...tt>PreLogin()</tt> is called before <tt>Login()</tt>, but significant game time may pass before <tt>Login()</tt> is called, especially if content is downlo We could do with a nice time diagram showing when all of the different functions and events (including t
    18 KB (2,544 words) - 10:38, 31 December 2016
  • ...wikis are so nice and easy, and most importantly for me (being pressed for time) quick and simple. I decided the Unreal Wiki is the wiki of choice for me,
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  • ; float BaseExitTime : Time (in seconds) it takes a bot to get entirely away from the base. In [[Legac
    14 KB (1,955 words) - 09:15, 27 December 2006
  • ...faultproperties section is that it happens at compile time rather than run time. Plus, it looks neater. &ndash; As for that GUIButton, if I'm looking at t ...h gamepads. The OnKeyEvent doesn't catch button releases while at the same time simultaneously receiving pressed and held events of the same button.
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  • ...time elapsed since the timer was started. It is great for finding out the time taken throughout a function, without writing a veritable pile of clock and
    16 KB (2,599 words) - 09:40, 14 July 2010
  • ...t of a universal wide tournament that features supernatural beings. At the time, I was burned out on modeling/animating weapons so we decided GODZ wouldn't ...filtration, UnF, and some other teams there) and the Epic mod event. Every time I'm like - "How did they find out about GODZ???"
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  • ...long, teleporting from location to location based on it's velocity and the time since the last tick, as all objects with PHYS_Projectile do. When it's coll ...he player's point-of-view can be attached to the missle for some period of time.
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  • ...]. GameRules is a [[Legacy:Linked List|linked list]] of GameRules. Every time an function is called in [[Legacy:GameInfo|GameInfo]] it searches through e
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  • ...e existing subclass of PlayerReplicationInfo. I'll start tweaking it next time I work on things (tomorrow, likely). ...s something that might be of use to anyone? I don't want to waste anyone's time or wiki space if I'm just talking to myself here. I plan on getting to "mea
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  • ...the method ''Header()'' to give them a formatted ''TimeStamp'' to note the time when the event occurred. ...im, class<[[Legacy:DamageType|DamageType]]> Damage) : Logs a kill with the time, who did the killing (even environment), who was killed, and by the damage
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  • '''Birelli:''' Whose spelling are we using? We're going to waste a lot of time if we spend it "correcting" other people's spelling to our own, because oth ...ellings belong to which, I generally just use whichever I feel like at the time. I usually use center and color, but words like armour or modelling I just
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  • ...able to remove e.g. Onslaught if you don't care about editing ONS all the time. I'm not sure what happens to packages that inherit from other packages, bu
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  • ; int AnimationCount (noexport, editconst) : Every time a component begins an animation frame, this is increased.
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  • ...amage. Likewise at 20, either the first or the second will yield half the time to kill the opponent. ...hose numbers are impossible to calculate, but instead hinge, for the first time, on the specific player in control. A good player in a first person shoote
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  • All well and good in the modding community. <br />As time goes by, things change and people too. I've been through hell and back (alm
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  • ...I. I had heard of UT but didn't really think much of it. Then, once upon a time, I downloaded the UT demo just to see what all the hubbub was about. I like
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  • ...ngle pipeline for handling fonts at multiple resolutions while at the same time supporting resolution independant fonts (for browsers, etc).
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  • ...d from my website (see BOP site below), I've been modding games for a LONG time. However, it goes back much farther than that project alone. Like many ot And now, after a LONG hiatus (during which I devoted much of my time to my family and career), I've decided to revive my modding projects and fi
    8 KB (1,338 words) - 00:10, 2 January 2008
  • ...uses for it's models. Put the dle file in the plugins directory. The next time you load Gmax, you will be able to export to the MD3 file format. From here * At some future time, a new version of gmax, coded around windows vista, will be released and su
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  • Here follows a history leading up to the present time:
    2 KB (394 words) - 11:43, 1 April 2008
  • ...acy:Unreal 2|Unreal 2]], [[Legacy:UT|UT]], [[Legacy:Wheel Of Time|Wheel of Time]], and [[Legacy:UT2003|UT2003]].
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  • ...ixed it ages ago and forgot ;) I'll add the other improvements when I get time.
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  • ...my head thanks to explaining a little to you, dear reader... till the next time I leave you with the remainder of the gpnode class which deals with things ...t there are functions the tree had a habit of being very small most of the time so you'll notice that I make sure that all nodes up to depth 4 are chosen f
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  • ...myself... I need some way of storing and manipulating these things so it's time for a fresh class: The GPmaster: ...cess, not just number of frags... perhaps number of hits/bullets fired, or time spent staying alive, or prisoners rescued... whatever, the point is that we
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  • // get new random code next time
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  • ...uring waaay back when) is only a few miles down the road I decide that the time has come to turn this whim into a reality, I start to scribble, realise I h
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  • ...ndunreal.com/ Golem university] site, which has not been updated in a long time.
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  • ...host3021:'''Well, here I am. Consider me a newbie to the wiki, I hope over time others will learn as I have over the course of my "Great UEd Journey" :p
    839 B (147 words) - 22:29, 17 March 2005
  • # Standards. If you make a map for U2k4, then it'll be rated a 0 in no time if you dont have:
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  • Additionally, Goldwave limits you to 150 commands each time you run the software before its help file pops up with each command asking
    3 KB (448 words) - 12:41, 5 May 2006
  • ...e of animation, and the Z component represents the remaining interpolation time. GUIComponent.MotionFrame tracks position keyframes, whereas GUIComponent.S ...::PreDraw</nowiki> adjusts the component's position/dimension based on the time remaining for the first keyframe, and decrements that keyframe's counter. O
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  • '''Foxpaw:''' The styles stopped working all of a sudden at about.. the time of this message. :P A few minutes ago all styles on the wiki ceased to func '''Foxpaw:''' Oh. It didn't appear to affect me until the time that I posted that message. Styles appear to be working again though now.
    10 KB (1,650 words) - 02:11, 15 February 2008
  • '''Foxpaw:''' This page has been neglected for a long time. Anyone know anything about these?
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  • When you open an Epic map for the first time, you think "sheesh! what's all that!". Maps are full of ''stuff'', even mor ** group by room, allows you to build the map one room at a time.
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  • ...better to start a whole new page for that. Unfortunately I don't have the time to do all the research either. Somebody who made/makes a weapon mod could p ...apons quite a bit at the moment, so I might be able to start that off some time.
    5 KB (808 words) - 11:04, 25 December 2002
  • ...s. These are how the Unreal Engine can push the insane polygon counts this time around, because these meshes utilize your video card's T+L unit. They are c ...g with those, just as we were happy with UT's built-in textures for a long time.
    12 KB (2,108 words) - 13:05, 19 June 2003
  • ...'DM-Turbine''). This makes the object harder to get because it takes more time to do a weapon assisted jump and also because damage is taken by the player
    2 KB (318 words) - 23:10, 10 March 2004
  • ...wall jumping) in the MatrixUT MOD (Exile team). Now, with a bit more free time, I'm getting deeper in UT2K3 scripting.
    1 KB (212 words) - 14:00, 8 March 2003
  • ...idge may or may not be there in the next map (which takes place at a later time.) I basicly settled on passing a single string across the level and parsing ...na see how they play out ive gotten a lot of feedback from the team so its time to start work on the second revision.
    4 KB (598 words) - 03:49, 5 August 2003
  • ...re, and the camera is at a bad angle, i have used a mutator called 'Bullet time 3.00' it fixes this, but i dont like the rest of the things on that mutator ...gering functions and conditions would be merged in one trigger :(. It's so time consuming to make chains of different triggers :(
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...but my guess is they were just kinda guessing when they wrote it the first time. ...can obviously be hard-coded into the script) because I wasn't sure at the time of writing what values would be appropriate. The UEd color picker uses 240
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  • ; float EndOfLife : The level time index when the messages should be removed.
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  • ; function float RangedAttackTime() : Time for the bot to wait between attacks.
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  • var float ClientStartFireTime; // This is the time the client actually started shooting ...amp would also be replicated only once. This means that the ClientFireTime time has to be increased just like the ServerFireTime. This is not a problem (as
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  • ...ing on you for stuff and the last thing you want to do with their valuable time is squander it.
    7 KB (1,313 words) - 18:06, 6 December 2009
  • And a bunch of my Wheel of Time mods can be found on [http://www.projectsphere.org Project Sphere].
    943 B (144 words) - 00:40, 19 January 2004
  • ...rience in leading a real team was with the mod Redemption for the Wheel of Time game. It was a pretty typical sight, and one I'm not exactly proud of. I And you know what? That was the '''only''' time I ended up with a hard working team. It pretty well broke up later on due
    15 KB (2,800 words) - 20:05, 30 October 2004
  • ...2k4 demo, however, so they've certainly done a number of things right this time. I've taken a look at the script, however, and I am getting really annoyed ...and stations anyway, so I can make them whatever size I like. At the same time, I want this to take place in open space and not restrict level size more t
    17 KB (3,059 words) - 22:35, 17 February 2004
  • ...f Weapon. But none of the weapon classes actually implement this! At the time of writing, we don't believe this is used anywhere. See [[Legacy:How UT200
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  • at any given time there might be 4-6 DIFFERENT large static meshes in there as well....so tha are playing at the same time they each have their own player models and their own vehicle.
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  • I started work on Lerxst and Pratt on my own, in my own time. A while later, I saw an ad for the aforementioned LanCombat tournament, an ...regret is that I didn't give it a more unique name, but I was pressed for time and couldn't think of anything catchy.
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  • those screenshots could be a bit smaller &ndash; they take a very long time to load.
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  • ...fun and thought, this must be a hell of an engine.. (I think this was some time in 2001)
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  • Hyper started as Deathmatch player in 1999 but the last years he spends more time with Unreal Coop. You can find info about his activities in the Unreal comm
    519 B (85 words) - 19:14, 4 May 2014
  • ...that [[Legacy:Mover|mover]]'s event to match the HoldObjective's tag. The time it takes to complete the objective is determined by the [[Legacy:Mover|move
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  • Hey, my name is Herr General. I am an amateur mapper who spends most of his time creating crappy maps that really don't go anywhere and never get released,
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  • Ph3AR! A hole in the time-space continuum: ...ll the same contents can be iterated through in roughly one quarter of the time.
    10 KB (1,782 words) - 16:24, 21 September 2005
  • ...e instantly - no more loading up 6 rockets in one go, simply fire one at a time.
    977 B (140 words) - 03:53, 27 May 2003
  • ...y this command is used for importing sounds into a code package at compile time. In this case the Package parameter should be left out, otherwise the sound
    5 KB (893 words) - 16:01, 27 July 2009
  • ...s. The actual type of the second parameter can be narrowed down at compile-time by specifying a class literal as the first parameter: // compile-time error (type mismatch in second parameter)
    33 KB (4,858 words) - 01:51, 9 June 2007
  • ...reasing number of presentations are concerned with AI techniques. The real-time performance requirements of computer game AI and the demand for humanlike i ...ics rendering has traditionally been a huge CPU hog, leaving insignificant time and memory for game AI (and collision detection). Some fundamental AI probl
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  • ...[http://unreal.epicgames.com/Fire/AnimatingTextures.htm#Ice Animated Real-Time Textures].
    3 KB (334 words) - 14:14, 16 December 2005
  • ...ere a way to use textures from both games (e.g. UT and UT2004) at the same time? I tried to export and convert UT2004 skybox textures so that I can use the
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  • ...ocal Interaction. The GI get to process data before the LI and get render time after the LI, so in essence the GI wraps the LI.
    6 KB (943 words) - 22:37, 4 August 2007
  • ...ages that are used nowhere are easy to spot (and ElMuerte and I spent some time removing them for now).
    10 KB (1,778 words) - 07:51, 23 June 2005
  • ...This sub-system is responsible for tunneling input and Pre/Post rendering time to individual [[Legacy:Viewport|Viewport]]s and [[Legacy:Interaction|Intera
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  • ; RespawnTime : Respawn after this time, 0 for instant. ; Charge : Amount of armor or charge if not an armor (charge in time*10).
    4 KB (431 words) - 07:02, 18 January 2004
  • ...chive yet but I hope to get around to it sometime this month. In the mean time, you can just send me an e-mail asking for specific MODs or a list of my MO
    5 KB (902 words) - 16:28, 11 February 2004
  • # Paul Van Dyk f. Vega 4 "Time of Our Lives" # Soluna "For All Time"
    11 KB (1,786 words) - 00:33, 8 March 2004
  • In my spare time aside from reading web comics, playing Unreal Tournament and watching TRL, ...bout half-way through the song and is a slower, more dramatic piece in 5/4 time. The third part is an electric guitar arpeggiation with a synthetic bass a
    6 KB (1,113 words) - 17:03, 11 February 2004
  • ...d fast rules, in fact, they should be ignored or contradicted from time to time for variety's sake. They are just suggestions to consider while designing ...rule, remember that if one cannot find a weapon in a reasonable amount of time, one may get frustrated. If this is the case, often times a few will reach
    12 KB (2,033 words) - 21:47, 23 September 2006
  • ...ImageMagick] includes a commandline program called "convert" which (at the time of writing) supports 87 image formats. It's got lots of options, but unfort
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  • So its time to create a class that requires the user to press a key? You've come to th
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  • ...(hasn't had a remote root exploit in quite some years), it might take some time to get it installed correctly, but there's usualy enough information and su ...beyondunreal.com 1], [[Legacy:Mychaeel/Developer Journal|2]]) I think it's time the UWiki covered something about emergency protection. So please help to f
    6 KB (979 words) - 20:31, 28 November 2006
  • ; float ShakeOffsetTime : how much time to offset view ; float ShakeRotTime : how much time to rot the instigator's view
    2 KB (352 words) - 21:08, 13 January 2005
  • ...connections are not properly shut down though, so the affected client will time out, while clients of an affected server suddenly experience "infinite" lag
    2 KB (296 words) - 12:29, 16 December 2009
  • ...syntax. In particular, the expression's result is not validated at compile-time, so it is possible to specify invalid label names. Such an invalid name wil
    4 KB (557 words) - 11:24, 2 January 2010
  • ...similar to that of CTF-Noxion16, but considerably larger. It may take some time to learn the layout. You're definitely going to want your translocator hand
    1 KB (254 words) - 04:53, 13 July 2004
  • My current project is a port of ye olde game "Wheel of Time" to the 2K3/2K4 platform, in the form of [http://mod.maqn.com/ Legend of th
    610 B (97 words) - 02:05, 10 April 2004
  • ...the mutator, only now without the mutator. Player is still none the first time it tries to install the interaction, however as soon as the player dies and
    3 KB (558 words) - 15:30, 11 April 2004
  • '''Solid Snake:''' This was asked by Mychaeel a long time ago, so I've converted my post into a wiki page, found here [[Legacy:Solid_ '''Ransico:''' Something that has bothered me for a long time, is there is no info on how to get something to run properly on -only- the
    24 KB (4,071 words) - 20:02, 31 January 2016
  • ; int WaitTimeMax : maximum time to sleep before you do the next action ; int WaitTimeMin : minimum time to sleep before you do the next action
    2 KB (379 words) - 00:53, 17 October 2004
  • ...also use <code>Ctrl+Alt+Any Arrow</code> to move the control 5 pixels at a time.
    2 KB (334 words) - 06:18, 24 August 2006
  • ...Unreal Engine games don't support this kind of format (except for Wheel of Time and the newer Unreal Engine games). I'll explain a little later how you can ...his to convert other real audio to ogg files and use them in your maps. As time passes, the ogg vorbis format will become more and more popular, so expect
    6 KB (1,063 words) - 06:43, 25 July 2006
  • ...rt|Player Starts]]. You must destroy these Monsters for a given length of time to complete the wave. Then the 10 second countdown will begin for Wave 2.
    9 KB (1,118 words) - 09:24, 27 January 2007
  • ...y solution. If it works, spread the word, and eventually someone with more time and patience will make a comprehensive tutorial on here. Have fun. : )
    5 KB (847 words) - 21:43, 17 February 2009
  • ...signers had intended. The test server has run anywhere from 1 zombie at a time, to a wave of over 100 to start on a level that was originally defined to h
    1 KB (241 words) - 16:51, 15 March 2006
  • Having said that, given the amount of free time I have, the possibility of much getting done is fairly small. Certainly, a
    2 KB (283 words) - 10:03, 3 January 2008
  • ; BattleTime : Arena battled is declared a tie after this time, and both players are sent back to jail. ; TriggerAfter : The first time you want an arena battle to be fought. The default is 3 minutes. The timer
    8 KB (1,277 words) - 10:42, 22 December 2003
  • ...her, out byte bSuperRelevant) : This function returns <tt>false</tt> every time an object of type [[Legacy:UT_JumpBoots|UT_JumpBoots]] is encountered. Thi
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  • ...t so he had almost no time to help. And finally the only coder also needed time off as he wanted to get his MS degree. So that left the once popular mod li ...scratch. While that's not the worse case it only managed use to take more time to get to a point were we could move the mod forward.
    10 KB (1,970 words) - 08:00, 25 November 2006
  • ...ed on a few mods, most notably, I was the lead programmer for the Wheel of Time mod Shadowed Destiny.
    441 B (74 words) - 21:22, 7 August 2003
  • After a long time of inactivity, i continued coding on this issue.
    9 KB (1,400 words) - 13:16, 28 August 2007
  • '''Tarquin:''' This might be a good time to start switching over page names, as discussed on the DevJour page
    2 KB (269 words) - 01:57, 2 August 2003
  • '''Solid Snake:''' Hey Jerome-X long time no see! How you been?
    2 KB (395 words) - 13:02, 5 November 2003
  • ...s decides to open multiple instances if you open several files at the same time while jEdit isn't running, you can set up an "edit server" (a hidden instan
    3 KB (481 words) - 11:42, 20 August 2007
  • ...it was time for me to start up a Wiki page. So little to mention, so much time.
    495 B (86 words) - 05:09, 11 January 2004
  • ...and the scripting engine. I use to do alot of coding in UScript, but this time around I think Im gonna tackle map making. I think I'm gonna jump in by mo
    2 KB (296 words) - 16:03, 5 February 2004
  • '''''At this time, only US-citizens are considered.''''' ...ey guys... after using the Wiki for many months, i thought it might be the time to share some knowledge as well ;)
    3 KB (399 words) - 10:30, 26 January 2006
  • Anyway, i hope you find this useful and that it saves you time, because...thats what the wiki is for :) '''xX)(Xx:''' Just something simple, but i spent quite a long time trying to figure out how to do that kindof thing to my map, and the wiki ha
    2 KB (385 words) - 09:07, 19 November 2007
  • I would be grateful to anyone who takes the time to give it a spin. Any feedback appreciated - here or email me at jp-at-gr ...e I have got a (paying) job (hooray!), so I'm afraid it will be quite some time before I bust out the sequel. Eventually, for sure.
    8 KB (1,367 words) - 16:35, 20 September 2005
  • ...roject called Global Domination for UT 2003. Unfortunately, due to lack of time (and later, interest) this project was scrapped in early '04. If anyone is
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  • ...2 more tries, the world server prompts the client to "try again at a later time (Sucks for you)". ...eavo:''' the master server is going to be pretty busy if it's needed every time any player anywhere moves server. Might it be better to have a more peer-b
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  • ...robably long forgotten if my email address wasn't spammed to death at that time. I had to make a new one, and used my sis' made up name for that. Since the '''Jrubzjeknf:''' Need to add a couple of things, but that will happen over time. For now, welcome to my very own UnrealWiki page. :D
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  • I Thank you for your time and effort in advance. it is appeceated.
    1 KB (188 words) - 12:08, 3 March 2008
  • ...time. However, there is nothing stopping you from running 10 servers at a time on one machine and having the client switch servers through unrealscript wh
    9 KB (1,576 words) - 11:18, 30 June 2003
  • ...ost a loved one and overcame terrible hardship to survive a very difficult time in his world. ...the children are asleep and the chores are done, there is precious little time to spend coding/playing/spamming and so on.
    9 KB (1,563 words) - 15:23, 10 September 2003
  • ...he Karma engine. Their mass distribution and inertia is determined in real-time, unless you specify otherwise in their Karma Properties. Note that you can ...arma constraints in the editor. If you would like to generate them in real-time or use them in other more exotic ways, please refer to the specific class p
    29 KB (4,874 words) - 13:10, 22 October 2005
  • ...t DataValue ) (native, final) : "Useful function for plotting data to real-time graph on screen."
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  • ::Next time we should force an update of vehicles state.
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  • .... Please be aware that I can be rather psychotic and unusual depending the time of day and what I'm listening to. Generally, if I'm listening to [http://ww
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  • Man am I having a hard time figuring out what I can and can not safely subclass. I just saw mention on * Prophet gets invisibility after being prophet for a very long time (after 3 mins), checkbox
    18 KB (3,246 words) - 09:34, 24 July 2003
  • // if you want to have a constant speed, assign it to CThrust, so every time you release the thrust button (the one that changes TempThrust) var float NextNetUpdateTime; // Next time we should force an update of vehicles state.
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  • ...rnement, but i have not done any great usefull things. All my work of that time is lost :( ...will write something more interesting here. I know, reading this is wasted time ;)
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  • ; float LastImpactTime : Recorded time of the last impact
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  • ...h, since it is a boolean, I believe will be interpreted as true at compile-time. ...variable is set to "1," which I believe is interpreted as true at compile-time.
    10 KB (1,708 words) - 23:45, 17 December 2006
  • ; range KConvulseSpacing : Time between convulsions.
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  • ''No idea when this was from, but it was a long time ago'' ...it's back to old habits with me, today I opened up UnrealEd for the first time in years. And it crashed. I think I'm gonna tear up. [ Oh, by the way I got
    604 B (103 words) - 15:35, 4 July 2006
  • ...ot tested that a Karma Ragdoll will simulate faster using less RAM and CPU time than will separate actors connected by Karma constraints.
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  • ..., and if it differs much from when the last replication occured or if more time than MaxNetUpdateInterval has elapsed, the state of the actor on the server ...mulate client side, they get reset to the most recent server version every time the physics is simulated) and err, yeah. It's not doing half the stuff that
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  • ...e one that was eaten by UED1. It's being rebuilt now and will improve over time. Yes, that's a GameCube.]]
    3 KB (441 words) - 11:12, 29 May 2004
  • ...le player mode. I made several changes to this map, including changing the time of day from day to night, adding additional street lights (this area looks ===Feeding Time===
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  • ...use be in the system folder period. I have not found a way at the present time to remove this link other than placing backups of the compiled files back w ...go missing. I've even gone so far as to open the exact same package (same time and everything in details via windows), checked that the texture was there,
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  • '''Nercury:''' Ok, i have spend some time trying to create BSP hole, i used two intersecting brushes. I was unable to
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  • ...at DataValue) [native, final] : "Useful function for plotting data to real-time graph on screen."
    4 KB (592 words) - 00:51, 23 January 2005
  • ...to buy anything up to $50,000 and not need to worry about finances at that time). I was ecstatic and I installed it right away. The game looked so great; Now, it's February 2005. It's been a long journey for me, and now it's time to get working on my first mod for UT2k4.
    5 KB (946 words) - 13:36, 3 February 2005
  • ...to PHYS_KarmaRagdoll. In other words, the pawn does not have to spend any time being a ragdoll to cause this effect. I am still researching this find out ...ou must be careful to not engage the ragdoll simulation for too short of a time. When ragdoll simulation first begins, your limbs are all concentrated in o
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  • I first discovered UT in 2001 and played it all the time. After while I lost interest in playing against bots (I had AOL dial-up, an
    922 B (169 words) - 00:51, 18 July 2006
  • ..." might need to be added to the struct to make sure it arrives at the same time. '''Kiff:''' Now that I think about it, I don't even think the update time is needed. It was needed for an older method I was using, but I'm pretty su
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  • ; bool bIsUnique : If true and special, only one can be in the HUD queue at a time.
    7 KB (807 words) - 20:09, 13 April 2007
  • ...ill never see them with bare eyes, so why combine them with realistic real-time shadows? Both work independantly and that's a good thing, actually.
    8 KB (1,157 words) - 18:30, 2 March 2007
  • ; float DecalStayScale : 0 to 2 &ndash; affects decal stay time ; float PauseDelay : time at which to start pause
    10 KB (1,281 words) - 16:27, 13 August 2009
  • ...hem into a block of wiki ";:". I'll run LevelInfo's script through it next time I have UEd open. (which reminds me... [[Legacy:UnDox Revisited|UnDox Revisi
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  • ...you worked on night's edge, I downloaded it last week. Pretty good for the time is was created.
    2 KB (313 words) - 14:15, 23 January 2007
  • ...g the final touches and configuring it all 'just' right, can take a bit of time. But don't worry, I'll tell you exactly how I did it in my level.
    7 KB (922 words) - 07:53, 24 August 2022
  • ...reate a username and password to make posts. You use these to log in each time you visit the site. On this Wiki you don't need to create a username or a
    4 KB (788 words) - 02:11, 15 February 2008
  • ...trip wire lasers should disappear exactly when its triggered, so set move time to 0 ...anna increase the explosion a bit, set it to 4 instead of 1, and set delay time to 0.1
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  • ...m as professional as this one, and I've never learned so much in so little time. I made some maps, and I'm still struggling to make more... but the mapping
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  • Reduce your test lighting time by adding the lights to a single group in the [[Legacy:Group Browser|group
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  • '''Latent functions''' are special functions which are expected to take some time for execution, not because they use the processor heavily, but because they {{innerbox| Functions which require game-time to pass are called "latent functions". Some examples of latent functions in
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  • ...r my SM's. If it crashes, which you can be sure it'll do before you've had time to get started properly, you have to reboot in order to start UED again. Ne ...de to XP-Pro - I haev to concede that they've done an outstanding job this time around. Support for anything other than the NT based OS's isn't likely.
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  • ...le, a floortile missing or a few bricks. This is not realistic most of the time, but it's a nice effect which breaks the Wolfenstein 3D feeling.
    5 KB (1,004 words) - 16:58, 19 March 2004
  • ...rboreaTerrain.utx was the right one (I'm probably wrong again), I'll spend time opening desert/tropic packages before finding snow. ...dom times and situations. In example, selecting surfaces works most of the time, but every now and then it kills UED. Using Ctrl+Alt select doesn't seem to
    6 KB (1,105 words) - 12:33, 2 June 2004
  • ...demo doesn't have to be perfect, a few bugs wont be noticed in the little time you play the demo. However, it's important to make sure the demo's .exe fil 13. Wierd screen flashes every time I move the mouse.
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  • ; bool bIsUnique : If true and special, only one can be in the HUD queue at a time.
    3 KB (379 words) - 08:53, 25 December 2002
  • ...s a trail of timeframes (including the position of each actor) for a short time. Whenever a client shoots, the server will move all actors back to the time ...this more accurate, the client increases this TimeStamp every tick by the time that has passed. Obviously the ServerTimeStamp always lags behind on the cl
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  • ...t and the pursuer can't get on and exit the lift in a reasonable amount of time, the flagcarrier's whereabouts may be unknown if, at the lift exit, there a ...difficult. Eventually I'll probrably write this class myself, but for the time being I'll just post the idea here and hope someone else writes it.
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  • // Time to switch server to previous profile
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  • ...on]] subclass that can keep Query() connection open for a longer period of time
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  • ; float TimeDilation : Normally 1 &ndash; scales real time passage. (This is replicated to network clients.) ; float AvgAITime : moving average of Actor time
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  • ...Panels group. Click the texture button next to color. Same thing as last time; Set Projection to UV, set UV Map to ZAxis_Map, and set image to your image
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  • ...ble would LipHTTP be for downloading/saving LOTS of information at a given time?
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  • ; int TZoffset : Timezone Offset, dynamically calculated from the server's time ...connection timeout, if the connection couldn't be established within this time limit it will abort the connection and call <code>OnTimeout()</code>
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  • ..., so I opened LocustWind and added 1,500 more lights to it. It took a long time to build, but build it did, and when I loaded it up in UT, sure enough, the ...an a terrain painter. Basically, it would just modify the lightmap in real time and you could select from a round brush, square brush, and maybe a couple m
    12 KB (2,027 words) - 04:31, 8 January 2007
  • ...repeat ourselves. Also note that we are not afraid to say things a second time. This document is intended to represent the current build, and should be up ...windows if you like. Drag it around a bit in the Top window. Note how each time you select a new window the border turns white indicating it is selected. I
    16 KB (3,012 words) - 08:48, 5 February 2008
  • ...certain effects already work with the right properties, is this a waste of time? I'm still a total n00b :) Gonna go play with bStatic for a few. ADDED: OK,
    9 KB (1,529 words) - 09:41, 12 May 2009
  • ...ldings corner, and move so that you see the corner and the sky at the same time, you can see the corners of the underlying sky building image. Basically th
    6 KB (1,097 words) - 22:01, 28 January 2004
  • ; float AvgAITime : Moving average of actor time ===_Current Time===
    5 KB (600 words) - 23:03, 9 February 2004
  • ...'''DedicatedServer''', which means it will only act as a server. At that time, you can run a client session on the same machine.
    3 KB (545 words) - 16:55, 29 November 2007
  • ...really believe the concept of the game is worth completing, even if not in time for some contest :) ...re Earth'' while expecting players to participate in gunfights at the same time, and you can't allow the crazy intense action of ''Unreal Tournament'' whil
    19 KB (3,349 words) - 16:22, 6 April 2006
  • ...s. The log file is shared among all classes, and will be overwritten every time the game is started. In addition, no facility exists to read the log file f
    3 KB (500 words) - 07:33, 6 September 2004
  • ...al Tournament|Unreal Tournament]] was originally planned, but not ready in time to be included alongside the Windows release. Epic open sourced the unfinis
    3 KB (442 words) - 18:16, 13 January 2005
  • #*Set the time to 1.5 ...erial under SequencedItems. This time, use your second screenshot, 1.0 for Time, and MSA_FadeToMaterial for Action. This is the transition to the second sh
    7 KB (1,049 words) - 06:18, 2 June 2007

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