Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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  • ...ng changed to reflect the team of the point's new controller. However, it's this last set of statements that doesn't work, because the ControlPoint is
    2 KB (400 words) - 14:50, 20 January 2006
  • ...ptedTrigger|ScriptedTrigger]] with [[Legacy:ScriptedAction|ScriptedAction]]s instead. * the secret door in UT's DM-Codex
    3 KB (366 words) - 17:41, 28 December 2005
  • * Don't try to select a surface's underlying brush with SHIFT+Left-Click if the brush has been deleted (see [ * Don't duplicate a brush that's smaller than the current grid size, or equal and off-grid.
    18 KB (3,042 words) - 14:46, 21 February 2016
  • The ''New'' keyword is used to create new [[Legacy:Object|object]]s which are not a subclass of [[Legacy:Actor|Actor]]. ...eywords]] rather than a function, there is no definition for New, but here's what it would look like if there were:
    14 KB (2,234 words) - 17:13, 21 December 2012
  • Due to the lack of any color operators, let's make a few: // Remember that averaging operator we just used? Now it's suddenly useful, so I've copied it into here
    3 KB (436 words) - 12:37, 15 March 2004
  • ...''' Wow that's amazing. NOT! I have a Turret for UT, that follows the user's view rotation. I tried attaching another mover to it (why I did is not impo
    1 KB (158 words) - 11:04, 9 February 2008
  • ...e set in the [[Legacy:UnrealTournament.Ini|UnrealTournament.ini]] file. It's not clear to me whether you can (or should) reliably override the bNoMonste
    2 KB (324 words) - 21:34, 25 December 2006
  • |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als |Scales the corona image; with 1.0 it's rather large. One unfortunate consequence of this is that this property als
    6 KB (1,023 words) - 09:58, 31 May 2016
  • ...all it does in a map is walk around, graze, and look cute. However, that's usually enough for SinglePlayer mappers to use them in their maps. They're
    1 KB (208 words) - 13:21, 10 February 2006
  • ...translucent">Translucent</span>: The brightness of the color determines it's opacity. i.e. ...Alpha Channel|alpha channel]] to determine the translucency of the texture's pixels.
    4 KB (642 words) - 17:11, 12 August 2016
  • The Unreal world is of course is three-dimensional, but let's imagine something simpler. Suppose you have a big sheet of rolled-out dough ...rsor, press the add button. Your small cubic space has just vanished. It's been filled with stuff by the addition you just did.
    4 KB (773 words) - 09:06, 15 October 2003
  • * Fordy's Pack: http://www.planetunreal.com/fordy/uedbuttons.htm
    2 KB (259 words) - 20:24, 28 December 2005
  • ...r, knowing the password as well, can then validate the data and the client's authenticity by calculating the same checksum itself and comparing it to th ...ted algorithm would have the server send the client a challenge first that's also digested by the checksum algorithm. That way the server could be sure
    5 KB (603 words) - 02:13, 5 February 2006
  • The Unreal Wiki's scripts and styles are maintained in a CVS repository. See [[:{{SUBJECTSPA CVS keeps track of all changes and allows users to view every file's ''history'' (the list of log entries associated with a file) and any prior
    6 KB (1,054 words) - 16:05, 28 March 2006
  • ...ike to have access to this repository (with a short explanation why, if it's not evident). ...e TCP/IP compression'' to have the data transparently compressed before it's sent to or received from the CVS server. If you have a really fast connect
    8 KB (1,364 words) - 16:39, 9 January 2003
  • '''Get yourself a decent text editor.''' Notepad rarely crashes, but that's about the only thing to be said in its favor. A decent [[Legacy:Text Edito ...probably the most efficient way to implement a document search from a user's point of view.
    34 KB (5,823 words) - 09:32, 7 April 2006
  • ...Legacy:Create A Static Mesh|Create a static mesh]] that has your new mover's desired shape, or find an existing one that suits your needs Your mover is now placed in your map. But it's not going to do anything yet. There are two more things to do: tell your mo
    2 KB (348 words) - 20:07, 28 December 2005
  • ...urse, are no different. Unfortunately, [[Legacy:UnrealScript|UnrealScript]]s file system functions are somewhat limited. There are no file streams or ot ...that is a config variable, and you change it's value in the .Ini file, it's default value for that string will have updated when that class' package is
    7 KB (1,264 words) - 20:25, 2 April 2016
  • ...t of the site is in Wiki shorthand, I think at the very least the beginner's tutorial should be in straightforward language. Once they have grasped the ...t drag your mouse around in the window. The view rotates around the camera's center.
    8 KB (1,398 words) - 18:19, 31 January 2005
  • * I miss one big feature in Tarquin's torus brushbuilder, the ability to build tesselated torus! : ''Builds Slices of a sphere like tarquin's cylinder builder''
    1 KB (217 words) - 16:24, 18 August 2007
  • ...aces further up in the file or missing declarations in a superclass (if it's part of your code). The Wiki recommends the [[Legacy:UMake|UMake]] compilin ...is there because the usual way to access the class varaible is blocked. It's easier to find the problem with this warning when you access the obscuring
    41 KB (6,822 words) - 16:58, 29 April 2010
  • '''Mychaeel:''' ...or find a mod team that's interested in your skills. Unfortunately modellers without coding skills i
    803 B (124 words) - 09:26, 11 January 2005
  • ...'s just to the other side of a room. If we're going to have a grapple, it's only right that we have the bots use it in the same *intelligent* manner it If it's the latter, then we might have to go the route of tweaking the bot controll
    9 KB (1,623 words) - 09:30, 11 January 2005
  • ...ng, it needs to be tileable (all of it's edges need to be able to touch it's opposite edge and blend nicely). If a texture isn't tileable it will look a ...ped tutorial 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
    4 KB (686 words) - 00:55, 18 July 2006
  • ...|CreatureCarcass]] (Contains whole bodies of [[Legacy:Pawn (UT)|Pawn (UT)]]s from Unreal. These can be mutilated into [[Legacy:CreatureChunks|CreatureC ...s, tails, arms, legs, and guts from Unreal's [[Legacy:Pawn (UT)|Pawn (UT)]]s.
    1 KB (135 words) - 21:09, 13 January 2005
  • Some pages have branches of the tree where it's useful to have an overview of all the subclasses. E.g. [[Legacy:Material|Ma
    3 KB (394 words) - 03:02, 23 January 2007
  • * It's generally better to use the Rotation property of the controller than either Here's a quick run down of some of the things I did while working out how it all w
    8 KB (1,242 words) - 00:02, 18 September 2006
  • ...lEd 2|UnrealEd 2]]. Whether they are actually required or not &ndash; that's another question: watch this space! :D
    938 B (140 words) - 19:05, 17 December 2005
  • Welcome on Claw's personal pimpage. ...m not the only one with the problem of Uni and UT2003 coming out... :) It's great on productivity, no? :D
    2 KB (282 words) - 14:21, 8 August 2003
  • ...g as a novice modder was in any way interesting to anyone but myself. that's changed a bit lately. ...as anything more than a random neural fart in some Z80 or 6502 codejockey's mildly chemicalized greymatter.
    4 KB (657 words) - 12:30, 23 April 2004
  • The shape that we have created doesn't look like much. It's simply a red wireframe box. In order to create a room in our solid univers *# Use the ''Ctrl-S'' keyboard shortcut
    7 KB (1,253 words) - 09:21, 25 March 2008
  • ====That's It ==== At this point it's worth saving the map again. Use the ''File -> Save'' to save the level ove
    7 KB (1,183 words) - 03:46, 12 August 2003
  • * In one of the side views move the light you just added down so that it's around 196 units (1.5 big squares) below the ceiling. You can do this by c ...e second light you added, and below that the first light you added. There's a picture below.
    8 KB (1,356 words) - 09:22, 25 March 2008
  • ...ed. This is the direction that the players will face when they spawn. It's well worth rotating the player start points so that they face away from wal ====That's It ====
    3 KB (461 words) - 09:23, 25 March 2008
  • '''ProjectX:''' He's right you know, and anyway, enjoy the page, it's not used for much :)
    889 B (147 words) - 14:11, 10 October 2002
  • [[Image:Legacy_spline_pipe_2.jpeg|center|See all those X's? We're about to play connect the dots between them]]
    5 KB (868 words) - 08:44, 11 October 2002
  • ...pping on and drag the small circle's vert to the top of the largest circle's vert. If done correctly they will snap and line up exactly(''Cut endpoint s ...exactly like. You can change the shape by moving the handles on the circle's verts. Play around with them and you will get the shape you want. Mine turn
    8 KB (1,464 words) - 00:16, 1 December 2004
  • ...This method has limitations, but is suitable in certain circumstances. It's particularly useful for adding custom actors to a map, as the new class can ...the code you entered), you'll get a "Success" message in the editor window's status line (you might have to move the window up a bit to see it). You can
    5 KB (754 words) - 15:16, 11 April 2006
  • ...uilt on Mychaeel's Wookee Playground perl script. Any mistakes are tarquin's fault :D.'' Obviously, my split on /\n/ was too simple. Here's work in progress on an atomiser:
    10 KB (1,534 words) - 23:59, 4 January 2006
  • ...on]] that will run clientside and locate the 'local' playercontroller. Let's use <code>[[Legacy:Tick|Tick]]</code>. ...eraction|Interaction]] to the [[Legacy:PlayerController|PlayerController]]'s InteractionMaster.
    11 KB (1,595 words) - 22:43, 29 April 2021
  • ...oller]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You only need to add a small amount of code, and a variable. .. and that's it.
    4 KB (545 words) - 00:17, 1 December 2004
  • '''Andrew:''' Neither of these seem to work for online play. It's because the Player hasn't been assigned to the
    2 KB (221 words) - 16:53, 25 January 2004
  • ; Filenames : The filenames it produces match existing ones (Epic's packages, or custom created). Therefore we can assume it uses data from th
    1 KB (196 words) - 19:16, 10 August 2004
  • ...he challenge of doing bad stuff to the Wiki, and for the few that don't it's very much easier to revert unwanted additions than to add them in the first
    2 KB (352 words) - 09:41, 4 August 2003
  • Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both fla ...:TeamCannon|TeamCannon]] and other [[Legacy:StationaryPawn|StationaryPawn]]s.
    2 KB (232 words) - 13:56, 22 May 2004
  • ...acy:Texture (UT)|texture]]s and [[Legacy:Mesh|mesh]]es on the local player's screen. Canvas objects are passed to various events and functions in the fo ...utomatically when this actor is the local [[Legacy:PlayerPawn|PlayerPawn]]'s ViewTarget.
    8 KB (1,317 words) - 19:38, 4 November 2015
  • ; bool InvertMask : ''Inverts the mask's alpha channel?'' ;AO_Use_Mask : Use the mask material's alpha channel as the new alpha channel.
    3 KB (415 words) - 09:30, 28 October 2004
  • Slap a lense flare on it with a random intensity. Here's mine: ...e everything right, you should now end up with 6 [[Legacy:Texture|texture]]s, 1 CubeMap, and 1 [[Legacy:TexEnvMap|TexEnvMap]]:
    3 KB (458 words) - 05:18, 16 December 2009
  • Is my GameName which is a take on the old programmer's game by the name of [http://corewar.co.uk/ COREWARS]. ...ame is Jaime and it is pronouced hime, the "me" as in mention or meadow.It's spanish,just call me jamie.
    2 KB (281 words) - 05:51, 8 September 2007
  • ...Visit his page @ http://www.speakerprojects.com/index.html and tell him he's sexy. ...d out on the hud. I'm not going to go into the fades right now since that's a whole monster to itself. What I'm going to focus on is how to link a con
    10 KB (1,368 words) - 11:01, 18 November 2007
  • ...nt. The only time it is ever called is in [[Legacy:Controller|Controller]]'s '''''PreBeginPlay()''''' event. To offer further evidence, '''''RemoveContr Usually invoked by [[Legacy:Pawn|Pawn]]s in the '''''Dying''''' state.
    13 KB (1,700 words) - 09:30, 28 March 2007
  • ...his actor's position is unimportant (but for the sake of mapper sanity, it's helpful to put it near to the camera or the screen). ...criptedTextures. (and two different CameraTextureClients, but I think that's obvious ;))
    2 KB (254 words) - 20:26, 21 April 2009
  • ;SampleTime: How often we sample Instigator's location.
    2 KB (294 words) - 16:20, 1 September 2015
  • ...be there all of that time, the work is spread out pretty thinly, so there's a lot of time that I'm sitting there with a computer and not much to do. T ...I can't think of anything that's really a "must have" feature, so maybe it's time to not add anything ;-).
    4 KB (662 words) - 23:29, 14 February 2003
  • // Don't add if it's already in the list // All ManagedActors are relevant (Loader's ActorClass)
    22 KB (2,421 words) - 16:02, 18 November 2007
  • ...ent. If along the way the community finds Riftwar fun to play, to me that's just bonus material.
    1 KB (216 words) - 12:28, 26 February 2003
  • ...en some time later. I realize some other DJ pages do this as well, Reconn's just happens to be the first one I saw. ...tiles don't seem to be hurting players now, I will have to figure out what's wrong there. Need to fix that, tweak the parameters for the slime physics,
    20 KB (3,507 words) - 03:46, 5 August 2003
  • ...to introduce new behavior into bots or [[Legacy:ScriptedPawn|ScriptedPawn]]s, they would subclass whatever AI they were deriving from, and add code ther ...However, with the addition of [[Legacy:ScriptedSequence|ScriptedSequence]]s, there is no longer the need to do this. Developers can just make a new [[L
    16 KB (2,378 words) - 03:28, 19 January 2009
  • ...nder [[Legacy:Actor/Collision|Actor/Collision]]: all [[Legacy:Actor|Actor]]s inherit them, even those that don't need it. ...lot of problems, especially if initialization code important to the actor's function is initialized in PostBeginPlay() to be used later in Touch().
    3 KB (386 words) - 16:04, 17 December 2005
  • '''SabbathCat:''' The fact that it's free is a bonus for people who can't afford to shell out for the other prog
    3 KB (516 words) - 10:15, 1 July 2007
  • // S - strike out
    5 KB (573 words) - 07:22, 18 June 2007
  • *CorDharel's Page - http://www.cordharel.ch.vu - Not much, at the moment just a (very ni
    681 B (110 words) - 01:24, 8 August 2003
  • local string S; if (S != "") S = S $ ";";
    5 KB (547 words) - 08:59, 25 August 2004
  • ...ayer's [[Legacy:Controller|Controller]] possesses - this is how the Player's mouse/keyboard input is "mapped" onto the Redeemer. '''DJPaul:''' Started doing Mr. T's merge; hopefully it's not too bad.
    6 KB (872 words) - 14:29, 7 December 2005
  • There is full reference for UnrealEd's terrain tools at [[Legacy:Terrain Mode|Terrain Mode]]. Before you begin making the terrain, it's best to consider what size you want it to be.
    15 KB (2,551 words) - 07:46, 14 March 2008
  • [[Legacy:WebApplication|WebApplication]]s are very useful for adding online administration to your mod. You could als It will forward the request to the WebApplication with it's path set to: /ServerAdmin<br />In this case that would be xWebAdmin.UTServe
    14 KB (2,081 words) - 20:39, 2 December 2005
  • ...''exec'' functions or by the ''exec'' functions of items in the playerpawn's inventory. ...'s Army] &ndash; This page covers all console commands specific to America's Army.
    5 KB (686 words) - 08:11, 24 November 2012
  • ; SHOT : This command saves a screenshot into the Unreal Engine game's System directory. ...: Causes any ScriptedSequence in contact with the player's pawn to call it's '''UsedBy''' function. This is intended for triggers that need to be explic
    2 KB (288 words) - 20:23, 25 August 2006
  • ...his console command sends the event specified to all [[Legacy:Actor|Actor]]s on a level via the Trigger() function. ...in UT (not UT2003). Great for [[Legacy:Level Screenshot|Level Screenshot]]s. See WALK. As of UT2003 the space bar can no longer be used to increase you
    5 KB (837 words) - 13:47, 4 September 2014
  • ; ADMIN <command> : Perform a console command on the server's console. This effectively sends the text after the ADMIN to be interpreted
    4 KB (679 words) - 00:39, 17 October 2008
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc.
    7 KB (745 words) - 23:38, 22 November 2005
  • ...X,Y,Z = red,green,blue. Also, a purple 'root' line is drawn from the mesh's local space origin to the the 0th/root bone ...Spawns a bot that will try moving towards all [[Legacy:JumpSpot|JumpSpot]]s. The parameter specifies, whether the bot should use the translocator, impa
    5 KB (762 words) - 16:40, 17 February 2022
  • ...tepad, etc. Extremely useful for beta testers, because it dumps the player's location, the difficulty level, etc. ...ng this page. Someone please help removing the content from the other game's page respectively.
    4 KB (575 words) - 18:56, 13 August 2005
  • * '''setspeed''' ''n'' : Sets your character's walking/swimming speed to ''n''. 1.0 is default; larger values faster, smal * '''setjumpz''' ''n'' : Sets your character's jump height in Unreal Units (UU) to ''n''. Default is approximately 900. 16
    5 KB (797 words) - 12:52, 27 September 2007
  • * '''UnrealShare.Cow''' : That's a Nali cow, not the moo-ing sort!
    4 KB (400 words) - 12:29, 4 August 2009
  • * Tarquin's brushbuilders, available from: * .txt (readme's) go in {UT}/Help
    3 KB (397 words) - 23:55, 22 October 2013
  • ...e first revision, I wasn't totally sure if I was correct or not. I know it's something along those lines though.
    885 B (155 words) - 21:11, 28 December 2005
  • ...send to an external progam, some text messages. I created this code to let's know in real time the status of the game by an external application. ...essages get a "line feed" caracter at the end but, for general purpose, it's not needed. ;)
    4 KB (449 words) - 14:15, 6 August 2009
  • That's now your point to start from. ...rename the Weapon classes, you have to rename the files but also the file's content. Example:
    8 KB (1,399 words) - 13:58, 16 December 2005
  • // Description: The declaration of the dinterface.dll's entry-point function. /* This is dinterface.dll's entry-point function. You should call it to do necessary
    10 KB (1,156 words) - 16:55, 21 January 2005
  • ...Here'' (you may also use ''Place Pivot Here'', but as a rule of thumb, it's best to keep things snapped to the grid as much as possible)
    3 KB (503 words) - 07:37, 14 April 2009
  • ...in the same way as the BSP world. Movers can't be subtractive, although it's possible to have glass or masked textures in a mover. ...d builder brush]] must be shaped exactly how the mover will look before it's used to add it. The procedure is:
    8 KB (1,366 words) - 20:04, 28 December 2005
  • There's something funny going on with the zoning of this level. for some reason th ...his speeds up collision and karma, and reduces server CPU usage when there's LOTs of players playing.
    3 KB (527 words) - 01:17, 15 April 2004
  • It's a great way to show your support and make the wiki a little bit better. ...ing about handing out wrong info or refactoring out something relevant. It's the least I can do sort of thing what with all of the help that folks have
    2 KB (282 words) - 20:02, 22 July 2003
  • He's the other guy i'm coding with, if you want to see an a broader view of the ...e just about learnt enough to start contributing to the wiki, and everyone's leaving to do HL2 :)
    6 KB (1,083 words) - 03:45, 5 August 2003
  • Wow, it's 12:30 in the morning and I've only just started coding. I've spent most of ...k my first forray into the UT2003 mapping world today. I figure that there's no point at only being able to do one aspect of editing/modding and be tota
    5 KB (898 words) - 16:01, 31 October 2003
  • This evening I will have a look @ Wormbo's MercuryMissileMod, perhaps I'll find out something more. ...t* ;)) what really wasn't as hard as I always thought. I'll now do the VTM's to the end and then I'll perhaps learn more 3dsmax vids, cause I always wan
    3 KB (482 words) - 03:13, 30 September 2003
  • i'm fast approaching my first anniversary as a UT2003 modder. it's been an interesting journey so far: tentative explorations with UEd1, on to ...d be willing to test/review/critique the work? the avenues for getting one's stuff out & about can seem a bit mysterious for those like myself new to t
    8 KB (1,249 words) - 06:00, 12 November 2003
  • ...the [[Legacy:UnCodeX|UnCodeX]] output of the UT2003 classes plus El Muerte's own stuff. A wiki class page should look like e.g. [[Legacy:ZoneInfo|ZoneIn ...nk you did anything wrong... but this <i>is</i> a bit too much. I think it's a great idea to have heavily commented examples of a few classes from each
    7 KB (1,086 words) - 09:10, 8 December 2005
  • '''Foxpaw:''' What's CC? And what's UA? '''RDGDanClark:''' I think this is meant to be linked under Dragonmaw's personal page...
    657 B (111 words) - 03:13, 6 October 2003
  • ...I'll need to port the plugins to the PC. (I use Lightwave on OS X, so that's where I'm doing the work.) There are a couple of endian issues that might b
    1 KB (264 words) - 21:36, 13 January 2005
  • '''Wormbo:''' Welcome to the wiki. :) It's good to see you are trying to fill in the UWindow classes, but could you pl '''Tarquin:''' That's ok. Welcome to the wiki :)
    405 B (66 words) - 04:27, 8 December 2003
  • ...the SDK, and allows you to define new [[Legacy:Conversation|Conversation]]s for your levels. ..., and only for this game. I think of it more as a part of the SDK than it's own thing, thoughts?
    1 KB (230 words) - 14:12, 7 March 2008
  • ...actors spawned during this chain of events (e.g. [[Legacy:Mutator|Mutator]]s or [[Legacy:GameRules|GameRules]]) use the [[Legacy:Chain Of Events When Sp # the [[Legacy:GameInfo|GameInfo]]'s InitGame() event is called
    10 KB (1,495 words) - 02:57, 28 June 2006
  • SpawnOwner, // what to set the new actor's Owner to SpawnLocation, // new actor's Location
    12 KB (1,910 words) - 09:17, 23 June 2016
  • ; CheckEndGame : Set the focus to the winning team's flag at the end.
    1 KB (163 words) - 17:54, 2 December 2005
  • ; Team : The [[Legacy:UnrealTeamInfo|UnrealTeamInfo]] for the flag's team. ; OldHolder : The flag's previous holder.
    3 KB (403 words) - 11:54, 27 December 2005
  • Carrying multiple flags adds a fun element to flag-related game types, but it's a bit tricky to pull off because certain things weren't quite designed to w ...s whenever the [[Legacy:PlayerReplicationInfo (UT)|PlayerReplicationInfo]]'s HeldFlag field has something in it. So in order to immitate that, I created
    5 KB (784 words) - 12:06, 7 November 2004
  • ; FriendlyFlag : The team's [[Legacy:CTFFlag|CTFFlag]]. ; EnemyFlag : The enemy team's flag.
    3 KB (358 words) - 23:38, 20 December 2005
  • ; string GetNameDesc() : Returns the node's long name (e.g. "United Nations Anti-Terrorist Coalition") ; string GetNodeAddress() : Returns the node's address
    5 KB (735 words) - 10:57, 10 October 2005
  • ...' Hiya Copperman! I didn't know people were still making UT99 maps - that's pretty cool! '''Copperman''': Anyone willing to look at this map if and when it's ready. Beta/advise ?
    4 KB (789 words) - 01:31, 28 November 2006
  • i forgot my password, i changed IPS's so i now have a different email so now i cant ever login again because nobo As you can see it's sorta odd. :)
    2 KB (210 words) - 17:22, 6 February 2006
  • ...cks to see how far all the actors are away from each other to make sure it's reasonable to start a conversation. Ignore the player in these checks.
    3 KB (380 words) - 18:41, 11 February 2004
  • ...arency does not work on all types of materials, eg [[Legacy:Shader|Shader]]s are not affected by it.
    772 B (111 words) - 04:56, 16 March 2004
  • This works by being spawned by players (in [[Legacy:XPawn|XPawn]]'s DoCombo() function): ...e remaining adrenaline: when the player's [[Legacy:Controller|controller]]'s adrenaline is down to 0, the combo is destroyed. The Destroyed() function t
    2 KB (335 words) - 14:11, 16 December 2005
  • ...ct can be added as often to a [[Legacy:PlayerController|PlayerController]]'s CameraEffects array as you want without breaking anything. ...n existing CameraEffect of the desired class in the local PlayerController's CameraEffects array and use that. If there isn't any, just fetch one from t
    4 KB (398 words) - 18:07, 13 January 2005
  • ...on-specifics, forced actors, catches etc... If no prize is specified there's no prize. ...;) Remember to add any competition, even small threeday quickmap ones. It's not just for contests with expensive rewards, anything goes. (Make that an
    2 KB (283 words) - 17:12, 2 December 2005
  • '''Tarquin:''' I can convert this to wiki markup, but it's too much for our parser I think. Please look into moving branches of this t
    37 KB (1,854 words) - 16:01, 10 January 2005
  • ...ine. Models are implicitly created and modified via the {{cl|BrushBuilder}}s and other geometry tools.
    271 B (37 words) - 12:44, 15 November 2009
  • ...r]]'s viewpoint will be changed to an outside view as defined in the actor's properties. ;VT_SingleActorView: Player's view changes to the actor designated by ViewTag. Only the first actor found
    2 KB (281 words) - 11:01, 18 November 2007
  • ;ViewPlayer (string S):
    1 KB (131 words) - 08:27, 10 June 2004
  • [[Legacy:Package|Package]]s you compile need an [[Legacy:INT File|INT file]]. This tells the game what All [[Legacy:INT File|INT file]]s are plain text so you can look at the others in the {[[Legacy:Base Director
    4 KB (574 words) - 13:08, 25 March 2008
  • ...l. For example, if you want each wall of your box to be 16 [[Legacy:UU|UU]]s thick, you would set WallThickness = 32. Thus WallThickness must be less th
    1 KB (209 words) - 22:25, 21 July 2004
  • ...ight of each step. don't know the maximum height with walking, but when it's 32 you must jump
    1 KB (230 words) - 13:07, 20 December 2005
  • This creates a Cone for the editor's [[Legacy:Red Builder Brush|red builder brush]]. ; InnerRadius : only matters when hollow, it's the radius of the hollow part
    1 KB (225 words) - 22:46, 21 July 2004
  • ...eem to have been deleted), I decided to work out a solution on my own - it's just more fun and more rewarding that way. It took a while of poking aroun
    5 KB (804 words) - 06:44, 7 April 2010
  • ...them to the log may slow down your mod to a crawl and can inflate the game's log to several megabytes after a short time already. ...in the log after executing it, even those that point to somewhere in Epic's code. Compare with the log when not playing your mod if in doubt.)
    24 KB (3,718 words) - 23:41, 18 March 2009
  • ...hairs. It's probably a good idea to stick to the same dimensions as UT2004's own crosshair textures. (see [[Legacy:Import The Texture|Import The Texture
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  • * The GameObjective's GameObjective -> DefenseScriptTags * The UnrealScriptedSequence's Events -> Tag
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  • ...ubmitted page content is dispatched to the [[Legacy:Wiki Admin|wiki admin]]s. This allows them to react quickly to temporary bans (to revert the change '''anonymous:''' Yes indeed folks go on treating them *******s the hard way. I had real troubles with spammers myself glad to see some act
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  • ...m this wiki 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
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  • ...ed on infiltration, and I spend most of my time playing deathball (hey, it's fun). ...and I've been working on/designing mods since then, although nothing that's been worth anything just yet (well.. except maybe for the work I did on Dea
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  • ...is killed and drops it). Remember the mutator has to work on other people's levels too, so it should be able to cope with any setup they come up with. ...ht mode's WeaponLockers. Basically, it searches through each WeaponLocker's inventory (array), weapon by weapon, replacing the old weapon class with th
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  • ...function was to return a value, it will be the null value for the function's return type. Null values are 0 (zero), "" (empty string), 'None' (empty nam
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  • ...is projection for correct perspective and multiple views from the observer's viewpoint.
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  • ...and coders out. A One time use 'RoundRobin' that goes down the list in it's Dynamic array and triggers off all the events during the specified timeinte var() array<name> Targets; //The things you wish to trigger (it's a dynamic array)
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  • A CompactIndex tries to use as less bytes as possible to store the integer's (32bit) value. <tt>MSB-1</tt> defines if there's another byte following this byte that should be included with the CompactIn
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  • ...real time, we'll use predefined [[Legacy:Environment Map|environment map]]s. With the texture browser open ''CubMaps.utx'', examine the several groups ...d the '''SurfaceType''' to ''EST_Water'' (although I'm not sure whether it's useful or not :p).
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  • ...R: If you want to use any of these textures in your map, check the website's policy on using and distributing them. Using the textures in your map, and ...t the texture contains a name, most likely the name belongs to the texture's creator. You should give them credit in your readme.'''
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  • ...t of the air, and sinks in water), a hovercraft (goes on land, falls if it's in the air, floats on water), an airplane-type flight vehicle (strafing and ...ields or armor. The problem with that is, you can't tell what team someone's on if they are wearing the nanosuit! I'm going to fix this tonight.
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  • 2. UT3's stock weapon lockers automatically fill any weapons they give to the player ...unction to look for the Configurable Locker Ammo rather than in the Weapon's LockerAmmoCount
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  • ...ass, all classes specified in the current class's '''DependsOn''' modifier(s) and all their parent classes and all loaded classes in packages compiled b
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  • (These effects should be none if should use the pawn's blood effects.) ...<[[Legacy:Emitter|Emitter]]> LowGoreDamageEmitter : Emitter to use when it's low gore
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  • ...y|LadderInventory]], and destroys all other inventory objects. The player's weapon and selected item are set to <tt>None</tt> and the function <tt>AddD ...he game from spawn-telefrags (if there are not enough start points then it's possible to win a game just from telefragging).
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  • ; int Health : The amount of damage the Decoration can take before it's destroyed.
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  • ...Generally, this is similar to the syntax for [[Legacy:T3D File|T3D file]]s. ...ileClass; sounds, textures, fonts, meshes or [[Legacy:Subobject|subobject]]s are handled likewise) and names. Note that you can also specify objects onl
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  • # the actor's EndState() event # the actor's Destroyed() event
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  • * Epic's version of the [[Legacy:Nvidia Texture Tools|Nvidia Texture Tools]] package
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  • ...ggered by or the actors that it will in turn trigger just for organization's sake. ...type the event name in the wrong case; UnrealEd will fix the case if there's a match). If you wish to make more than 8 events, link in a second dispatch
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  • ...lwaysKeep), sets the NetUpdateFrequency of [[Legacy:TorchFlame|TorchFlame]]s to 0.5 and raises the speed of players by 40% in Turbo game mode. DMMutator handles the air control setting and Epic's bright skins as well as a turbo mode like in UT. This mega speed mode can't
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  • ...orials & anything else on this topic should get a link here. Admittedly it's a vague grouping... things like funky tricks with movers might to to get a * [[Legacy:ExplodingWall|ExplodingWall]]s
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  • ...g, non-repeating smooth texture animations that scale well with the player's framerate.
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  • ...DistanceViewTrigger actor is useful for making [[Legacy:Bot (UT)|Bot (UT)]]s shoot an enemy when they see them in specific locations. They should be lin ...DefensePoint is also paired to a TeamTrigger located on the opposing team's sniper tower, so that snipers from opposite teams will try to shoot one ano
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  • ...ct emits from weapon in first-person view, calculated from the playermodel's Mesh Origin <br> <font color=blue>NameColor=</font> R, G, B values of weapon's name color when displayed <br>
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  • |'''''Developer(s)''''' |'''''Release Date(s)'''''
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  • .... I don't know what story or what general style I want to follow, so that's gonna be configurable. ====Into the lion's den ====
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  • ...to scroll to ge the latest info. Does this make me evil? maybe, but that's ok in my book. ...gib_Onslaught]] - I'm going to call it "Instagib Onslaught" for simplicity's sake.
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  • ...list of things to do to maps / mods before releasing them. Hmm. nope, that's [[Legacy:Mapping Checklist|Mapping Checklist]]. .../Nalicity.com NaliCity] I'm sure there are other sites out there too that's just the main one as far as I know (Although they haven't updated for a whi
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  • ...You really do not need much technical knowledge for this tutorial but it's good you know how to add, subtract and do basic geomtery. For example tell ...ap unless you're going for a neo enginistic retro zam tastic look. SO let's open a new set of textures.
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  • ===dma's wiki page. === ...ually SERVE a file on the server (or possibly even on the client) to IpDrv's TcpLink on the same machine? You could perhaps serve a file to yourself.
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  • ...how to create a rotating fan which actually sucks you in and kills you. It's actually very simple ;) ==Let's get to work ==
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  • ...How come I never see you at my Palace anymore? 66.150.112.167 BFGN Dawn's Deathmatch Palace - Custom Maps only (UT, not UT2003)
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  • ...and they are faster than static arrays. Although this may seem strange, it's true - dynamic arrays can actually be accessed '''faster''' than static arr ...ms, classes). After declaration the dynamic array is empty, i.e. the array's length is zero.
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  • .... Basically I'm a 29 year old bloke from Sherwood Forest (Thats Robin Hood's home to those who don't know ;) ) ...trials, downhill, street, XC, etc.) Racing my mini moto bike round my mate's field and fiddlin on my computer, plus I also build and repair computers fo
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  • ...regular players that duck, and their headshot area is smaller as well. It's not advisable to put a DuckingZone somewhere where players might actually w ...the DuckingZone does is actually reducing the collision height). If there's a mod that provides crawling animations and support, modifying the DuckingZ
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  • I like the output a bit more than that from uncodex. But I guess uncodex's parser engine is superior to mine. Maybe I'll try to make a real parser onc ...remodes doesn't look too bad after all, the implementation is awful. There's a lot of native code calling the different functions on the firemodes. Also
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  • ...e properties can be found in the Teleporter group of the DelayedTeleporter's properties. ...this teleporter faces the direction of the teleporter instead. The player's previous rotation has no effect anymore. (like the [[Legacy:YawTeleporter|Y
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  • # Set up the new actor's properties: ...ration group) to the distance in world units where you want the decoration's display to switch from mesh to sprite display.
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  • ...e oil facility of the Encarceration megapolis complex shut down, but there's still life there, Liandri have reopened it as a tourament ground and now it '''ProjectX:''' That's odd, i can see them fine, maybe you have a lower screen brightness?
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  • '''Eldhrin:''' Being incredibly dense here, what's the ServerDetails function for? I can't recall seeing it before...
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  • '''Wormbo:''' It's obviously UT2003 code.
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  • '''Evolution:''' DMA, here's an alternative way to do this... '''RegularX:''' There's a spider mute in the xxxpak which is similar to the first example as well,
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  • // Give the player's spinebone an effect. Make sure this works. // Remove from player's inventory.
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  • '''Foxpaw:''' Hmm, that's interesting. Where is the class file for class? Or for state? And then why
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  • ...haunting gameplay element in line with [http://undying.ea.com Clive Barker's Undying]
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  • Unless it's for my Japanese class, so far I've had no trouble finding the time to do wo |Intel Pentium-S 120MHz
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  • ** A timer (copies it's input value onces every 0.1 of a sec) Because it's still unclear if I can contiue with the Runtime engine, I had to set out so
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  • ...and whether or not they're using a melle weapon. Finally, the instigator's damagescaling is used to affect the final value. ...cy:JumpSpot|JumpSpot]]s. The test is implemented in the [[Legacy:Bot|Bot]]'s <code>Testing</code> state.
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  • ==Dezro's Personal Page == And if you want to jot down a quick note for me, there's a section at the bottom of the page.
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  • ...es</tt> of type <tt>SpeciesType</tt> that defines its Species. This member's default property is set in the defaultproperties. ...I assume it just searches all .upl files and returns the player record who's DefaultName matches the given character name.
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  • ...cript. Set bStatic to False and bNoDelete to True in the DelayedTeleporter's default properties. * bFixedExitRotation specifies, that the player's rotation after exiting this *
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  • A node in a bot path network that's blocked or unblocked depending on the state of a mover. In other words, a ...the [[Legacy:Mover|Mover]] associated with this Door path node. The mover's state (open or closed) determines whether the door can be passed by bots or
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  • ; bool bSplash : ''(This one is a bit strange. It's set to false and then to true again in the same function with only <tt>SetP ...ype, vector Momentum, float DSize, int NumFrags) : Triggers the decoration's [[Legacy:Event|Event]], spawns several framents and destroys the decoration
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  • ...ou could optimize and localize it with [[Legacy:LocalMessage|LocalMessage]]s, since the song also exists in other languages. :) ...'ve already submitted it. I didn't use [[Legacy:LocalMessage|LocalMessage]]s, since I wanted to keep it down to one file. I didn't use string arrays, be
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  • It lets you append text to the game's log file. The stuff it writes can be viewed while the game is running, type native(231) final static function Log( coerce string S, optional name Tag );
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  • ...in the proper range so they affect surfaces naturally. If a detail texture's average brightness deviates too far from 128, then surfaces will appear to ...y detail textures to that. Worked fine for me, although I don't know if it's really true.
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  • ...tion''. This is the INI file that will be used by the server to obtain it's configuration information. ...will be running the "Entry" map. No-one can actually join that map so it's not that useful. However, we now have an INI file that we can modify.
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  • ...in after the default handling is done. I'll be the first to admit that it's a bit pants but hey - what is this life if full of care, we have no time to ...proach to it's functionality (which to my mind is quite tidy). Whether it's actually easy to use or not is another matter. I won't know until I get th
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  • ; ClearCheatHeads : Returns everyone's heads back to normal.
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  • ...based upon the DamageType parameter of the [[Legacy:Pawn (UT)|Pawn (UT)]]'s Died function or the [[Legacy:Weapon (UT)|Weapon (UT)]] class the killer wa
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  • Do '''not''' ever recompile or add resources to [[Legacy:Package|package]]s that come in a base install or a bonus pack of any [[Legacy:Unreal Engine|U * don't add textures to the default [[Legacy:Texture Package|texture package]]s
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  • local Sound S; S = Sound(DynamicLoadObject("MyPackage.MySound", class'Sound'));
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  • ...ion. A good question is, "how to become a good team leader ?". AFAIR there's already a page about it (will search after I wrote that here), but I'll mak ...all those things in, but in the end your CTF mod will rule them all. There's already a player model, just game rules and everything else missing...
    5 KB (967 words) - 11:11, 29 May 2003
  • ...skills required and just put this page up to post progress, etc.. if that's the case then I suppose what I said above doesn't really apply. ...his page is meant to be a evolving design document. At some point, when it's detailed enough, I will start coding.
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  • ...javacc wasn't the right tool for the job. But handwriting was! The parser's up and running. Even thought I've never written such a big grammar (only small one's in one of my courses) I'm quite happy with the current thing.
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  • ...not be passed by foot so they had to fight thier way in to the space port's control tower and open the cargo hanger doors activate a transport train to ...would end up in a lava pit a hundead feet bellow kinda like eternal caves's blue base. Ran in to sevier ICH trouble in one of the lower caverans that b
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  • ...darkpulse.project2612.org Darkseid], and It's where I hold all my maps. It's finally back up (Whoo!) and is undergoing redesign. ...ay with a couple of my buds, and am a regular participant of Beyond Unreal's FragBU tournaments on Friday and Saturday nights. I still boot up UT on occ
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  • Barak was smacked down by Visse's Rocket Launcher. UT_GOD put a bullet through Ichthys's Head.
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  • ...nd Morpheus. And, while they blew me halfway to hell, I can also say there's times I won the duels as well. And if by some chance one of those people ha ...ts from levels like Average and putting them on something like Adept. That's what level I've been hitting lately, and I'm gonna step it up a bit more to
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  • It's been awhile since I've done anything on the Wiki, so I thought I'd share so ...s form as a FPS, was Deus Ex, I believe. That was released in 2000. And it's been already 5 years (1998-2003) for the ''ORIGINAL'' Unreal Engines. So Wh
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  • This seems to be a broad series of players. For some it's the "Cheap" Players; e.g Shieldgun Campers on the opposite sides of portals ...ad the Leviathan. It's people like that that we should be able to tell who's Taunting. It did in UT Classic, why not UT200x?
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  • ...rtunately, it has to be compiled with ucc rather than in UnrealEd as there's no way to set bStatic to false in UnrealEd. ...default property in UnrealEd by entering "editobj <classname>" in UnrealEd's console. (bStatic will show up in the "None" section.) &ndash; Give that a
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  • [http://s3.invisionfree.com/Program_Haven Programmer's Haven] ...ed, did they actually contribute or did you only find them in the list who's online?
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  • '''MythOpus:''' Eh... it's the sane as my e-mail ( mythopus@hotmail.com ) ...e anything else I'm working on anymore since Team Invasion is done :) Let's get started again.
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  • '''Foxpaw:''' What's CC? And what's UA? '''RDGDanClark:''' I think this is meant to be linked under Dragonmaw's personal page...
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  • ...unction to the delegate that functions modifiers will replace the delegate's original modifiers. See [[Legacy:Function Syntax|Function Syntax]] for a li bReturn = MyDelegate(False, Number, "Hi there!"); // save delegate's return value in another variable
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  • ...ctually make, but to start with a simple version, then enhance it until it's a GREAT version. ...s project (I do still think it's a really, really neat idea, so long as it's properly executed), you're more than welcome, and I may even be able to ass
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  • ...ally 'Scrying' to be able to see the objects without effecting anyone else's perception of the world around them. My head hurts after this ;) ...bHidden is set to false, otherwise it is set to true. Of course, since it's client side it could probrably be hacked.. but if the actor is considered r
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  • To make a class variable show up in one of [[Legacy:UnrealEd|UnrealEd]]'s property windows ([[Legacy:Actor Properties Window|Actor Properties Window] There's also a special group ''None'', which contains all variables not declared wi
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  • ...id it. :P For an alternative, you could look at [[Legacy:KShip|KShip]]. It's not as sophisticated, but probrably more what you were thinking anyway.
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  • ...at in UnrealEd, but the shader effects are bad in-game. Screenshots soon?</s> ...hp?t=14147 ; i have been working on it since February 2003&rarr;i know, it's way too long :B)
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  • ...stuff to weird things is becoming my second nature... well third, but who's counting? ...rivatives thereof. This is the game that really made me realize that there's more to the world than Basic. Well, I can't say I really made more stuff fo
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  • ...taObject you need an instance of [[Legacy:GameInfo|GameInfo]] or one of it's subclasses (usually via Level.Game), because the functions required to acce The following variables are passed to the DataObject functions. Here's a quick description of what they mean:
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  • ...as if exposing the value to UnrealED, but with a prefix so I know that it's really not. It's hard to tell the difference, since we don't have the same version of the co
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  • ==What's a Conversation? == * Mess with the player's skill and credit levels
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  • Add a static mover and then set it's keyframes. Like it moving up/down or side/side). Then set the trigger's event to the name of the door mover (it's event-tag property).
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  • ...sn't get linked from anywhere else, but that's not much of a problem as it's in a tutorial category.)}}
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  • This is Deus Ex's [[Legacy:Game Ini File|Game Ini File]] file.
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  • ; LocalLog( String S ):
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  • # If it's successful it overides the maps default music (as defined in Level properti ...dancy on the music package automatically makes it a ServerPackage. BTW: It's better to put the music loading code in PostBeginPlay() and skip the state
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  • A term that's often thrown about. But what should a design document actually look like? ...ay not be immediately apparent, references to known works, and "thank you"'s to signifigant contributors.
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  • [http://www.ataricommunity.com/forums/showthread.php?s=53f2ec99160840f166fbcfaa7330b2dd&threadid=343918 Findable property for KAct [http://www.ataricommunity.com/forums/showthread.php?s=53f2ec99160840f166fbcfaa7330b2dd&threadid=342417 Thoughts on stationary tur
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  • yup, it's Star Wars day and I'm starting to try porting a UT2003 project to UT2004.
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  • ...lly it's not easy to write a database driver in UnrealScript because of it's limitations. Often databases require some crypto which is quite difficult t ...example crypto routines are usually not very fast in UnrealScript. And it's best to keep the performance of the game server as high as possible.
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  • ; var() const name DudeNewsComment : Dude's comment on today's newspaper ; var() const name DudeStartComment : Dude's comment on starting today's errands.
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  • [[Legacy:Postal 2|Postal 2]]'s version of the [[Legacy:DMMutator|DMMutator]]. ...eed: Mega Speed setting, functions the same as in [[Legacy:UT2003|UT2003]]'s [[Legacy:DMMutator|DMMutator]].
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  • After all that waiting, I'm sorely disappointed by HL2's software development kit. In such news, I'm going to mess with UT2004 a bit
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  • ...rather than nest lists. But your dev journal page is your own space. so it's really up to you! :) ...veloper Journal" just to keep a bit of consistency across different people's journals?
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  • ...te, however, that distance fog may not obscure the [[Legacy:Corona|corona]]s from lights. Before we start, there's one important fact about Volume-based fog that you should know: It doesn't
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  • * Split Screen - Inspired by [[Legacy:Alien Swarm|Alien Swarm]]'s little window that pops up when stim packs are used, I'm tinkering with dif That's about it. I contribute to the Wiki in the rare cases when my knowledge is a
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  • # Close the window and go to your Volume's properties -> PhysicsVolume -> DamageType and in the drop down list yor new That's it you're done, Congratulations. &ndash;[[Legacy:Mulch_D|Mulch_D]]
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  • ...g working properly, then to get rotating to work properly, now to get pawn's landing on their feet. The good news is I'm starting to get my feet wet wit ...such as custom pawns, bots, physics, replication, optimization, etc. There's a ton I've had to learn just to get this far, and most of it was acquired b
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  • ...hich he published in the June, 2000 issue of [http://www.cuj.com/documents/s=8038/cuj0006philips/ C/C++ Users Journal.] The UnrealScript implementation has been adapted from Stephen Woodbridge's [http://swoodbridge.com/DoubleMetaPhone/ PHP implementation] by [[Legacy:El
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  • '''Dark Ryder:''' Thanks. I've been making sure to use that (it's probably more "correct" to use wiki formatting instead of HTML when possibl
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  • ...access the '''Materials''' array which is natively defined for Static mesh's, normally you can only access this via UnrealEd but by using the ''GetPrope ...inaccessible in code during runtime. (i.e. you can't find out what texture's the mesh uses)
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  • in my game - it's so full of bugs I can't tell anymore), so that everytime you die you'll com Just one last thing. It's not a bug, more like a rat, but I think it can prove useful. The easiest wa
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  • Below is a list of basically finished, (mostly) working runes in the mod's current state, with a brief description of each. Some runes may seem famil | style="text-align: center" |Obliterate a target's inventory
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  • ...nt looking level, I can't actually make textures or model to save my life :S
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  • ; LOCK_Invalid : This weapon cannot lock on the target, because it's friendly. ; LOCK_Range : Target valid person cannot be locked on because he's out of range.
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  • It should be noted that Oblivion is based on Parser's SP Framework (http://fraghouse.beyondunreal.com/) Gunship is a CTF map set largely in the barrel of an enormous starship's main weapon. The idea is that the starship is a 'Gunship', a ship designed
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  • '''Sweavo:''' Howdy. A tip from someone who's just spent 8 hours learning the hard way: do just about everything on the s ...away to get to network play. If your mod doesn't work in net play then it's not going to get on the public server, and won't get you chicks*.
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  • Always wanted to use those elusive array<>'s, but found the GetPropertyText/SetPropertyText interface to be a problem? T // The right side of the Array construct... does absolutely nothing, it's just there to make the syntax pretty (complete the brackets).
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  • ...will always be the same. If you check the source code you'll find out it's read from GetPlayerIDHash(). Now if you restart UT2004 and type e.g. "set '''Sweavo:''' pasted directly from Wormbo's comments and dressed up / edited by me.
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  • ...ge:Legacy_DMSiesmic_ISampler.jpeg|center|ISampler Resynthesis - Acidsphinx's favourite settings]]
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  • ...egrees difference, but I still figure you might want to know about it. It's just one of those little errors that raises a red flag in my mind.</font>
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  • [[Legacy:State|State]]s can be extended in the same way as classes. A state that extends another in ...s, there is already inheritance: the Child's state Foo inherits the Parent's state Foo anyway. Extending states is useful if you have a state Foo and yo
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  • ...modify ''MultiPickupPlus'' actors. They can also replace the DMMutator (UT's BaseMutator for most gametypes) with ''EIDMMutator'', a configurable versio ''EnhancedProjectile''s can display death messages indepentantly from the weapon the player used or
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  • ==EntropicLqd's Brightly Lit and Comfortable Corner == ...ad my [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Developer Journal]] although it's almost never updated.
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  • All actors whose Tag matches the Trigger's Event will receive the message &ndash; we say that they have been ''trigger It's possible to create complex chains of events like this: see [[Legacy:Trigger
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  • This has been scripted so it's triggered... yet setting bOnlyTriggerable to true will make it ignore trigg If there's an easier way to make it repeatable, please add it to this page.
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  • * the [http://udn.epicgames.com/ Unreal Developer Network] &ndash; Epic's documentation for engine licensees, partly open to the public * [http://fordy.planetunreal.gamespy.com/ Fordy's Site] &ndash; the #1 source of Unreal editing news
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  • Tarquin's Extruder Brushbuilder can be downloaded from http://wayback.archive.org/web ...ower. No jokes. He is everywhere. Actually, I really don't know what he's been up to lately. '''PS:''' Follow the link at the top of the page for t
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  • ...r map distribution, embed their code into your [[Legacy:Map File|Map File]]s. Apart from being neater, that'll make a much more professional appearance ...(That's clear, but unfortunately not to everyone.) Be sure that the code's author is content with having his/her code embedded in maps. Besides, embed
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  • The "Configure Wormbo's Mods" window uses INT files to load the tabs displayed in it. This window i
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  • * can remember the instigator's DamageScaling and apply it at explosion time ; string ProjectileName : This projectile's name. (used in death messages)
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  • ...ctile weapons use [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedProjectile]]s and their death messages and for instant-hit weapons use the new hit string ; string ProjectileName : This weapon's projectile name. (used in death messages)
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  • ; EGlowAnim GlowAnim : How the effect's glow changes over time while it's visible. ; float GlowRate : How fast the effect's glow changes while it's visible.
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  • ; ShowMe( ) : Sets the mesh and drawscale to the owning player's values. ...y Diablo 2. It's unfinished and will never be released officially, so here's a link: http://www.koehler-homepage.de/Wormbo/other/WizzardUT.zip (You also
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  • ...placed with the Mesh'ChaosUTMedia2.c_vortexsphere' from Chaos UT. (if that's available) This will also modify some properties if the mesh was found, so ; PostBeginPlay( ) : Set MultiSkins[1] to Texture, because that's what's usually used as the texture when bMeshEnviroMap=False.
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  • ...values after the MultiPickupPlus has been initialized through the mutator's CheckMPP() function ...ms should be swapped after some time if they didn't get picked up, like it's done by the Chaos UT MultiItem.
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  • ...or's CheckMPP function. You can stop the emulation mode by calling the MPP's StopEmulation() function at any time.
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  • ...T)]] M) : Makes sure the mutator isn't re-added to the mutators list if it's already there. ...gisters the mutator from all of the four [[Legacy:Linked List|linked list]]s of mutators: mutators list, message mutators list, damage mutators list and
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  • ; int UsedUnit : Prefered distance unit's index. (see localized unit properties) ; bool bFireEffectLast : Whether this item's ''FireFunction()'' should be called after later affectors' ''FireEffect()''
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  • ...rendering code, as UT 2003 itself doesn't generate dynamic maps. So... it's a workaround.
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  • ...ificial Intelligence|AI]] to determine how the [[Legacy:Bot (UT)|Bot (UT)]]s (and creatures) react to the player. The enumerated type has the following The primary function for determining a bot's attitude is the function [[Legacy:Bot (UT)|Bot (UT)]].AttitudeTo(). This f
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  • This directory is where the game itself is installed. By default, it's called '''C:\{game name}''', eg '''C:\UnrealTournament''', '''C:\WheelOfTim [[Legacy:Actor|Actor]]s evaluate and interact in this theoretical space.
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  • ...ve in my searches and finally found [http://www.unrealscript.com/ Chimeric's site]. Now I had finally found other people that were in the same position ...updates to the website to include version 3, instead, you can see what it's about in the ModSquad forums at [http://forums.beyondunreal.com/showthread.
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  • ...convey the true horror that is fatherhood in one short paragraph, so here's a more lengthy analysis. ...o of them one will jump on my stomach and the other on my balls. If there's only one they'll go for my balls every time. The only bright side about th
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  • I am determined that this page isn't going to be a review. Rather, it's designed to be more of a bullet pointed assessment of the new game, claimin ===What’s good about it ===
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  • ...t the last week working on some mutators for UT3 (the game rocks btw). It's been good to actually have some concentrated time to get to grips with the ...need to write for the Wiki on creating a basic scene. The only thing that's preventing me from adding it is that I think I've "hacked" the localization
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  • This is a developer's release, which means it's still pretty rough, and a non-technical user may find it difficult to figur ...in a multiplayer server, just like you do in Unreal Tournament 2004. That's it!
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  • Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar|console bar]] (without the "#exec" part). Currently in ;MIPS : (optional) OFF or ON. Generate [[Legacy:MipMap|MipMap]]s.
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  • ...n2|Minigun]]. Technically the Enforcer is '''not''' the default weapon, it's just spawned in the [[Legacy:DeathMatchPlus|DeathMatchPlus]].AddDefaultInve
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  • ...ers (as it needs to be obtained through a [[Legacy:PlayerPawn|PlayerPawn]]'s GetEntryLevel() call).
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  • '''Epic Games''', everybody's favorite game developer. Used to be "Epic MegaGames," but they lost the "M
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  • The Emitter class is Epic's particle emitter system (the other system is the [[Legacy:XEmitter|xEmitter ...[[Legacy:ParticleEmitter|ParticleEmitter]]s (or child classes of this). It's these subobjects than actually generate particles, and one Emitter can hold
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  • ...works, although I'll won't be giving out any details of this one until it's just about done. ...ter writing code every available moment since I started doing this, and it's starting to pay off now, as I see writing code that not only compiles, but
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  • ...ood ideas. I'm a programmer through and through I'm afraid :-( Not that it's a bad thing, UT2003 presents many interesting opportunities :-D
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  • ...[[Legacy:Actor Properties Window|Actor Properties Window]] if the variable's reference is "None." Clicking said button will create an instance of the cl ...ial|Material]]s, [[Legacy:StaticMesh|StaticMesh]]es, [[Legacy:Sound|Sound]]s and anything else UnrealEd has a browser for, probably with the exception o
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  • ...ys, barring cosmetic changes. There must be something wrong with it, there's no way it could be this easy... ...taGib mutator which uses rocket launchers instead of shock rifles. Oh that's easy, I thought to myself. I'll just subclass RocketProj, make it always-le
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  • This is going to have to grow a lot before it's useful to anyone. It's also going to be very rambly, so if you can't make sense of it, well... I'm ...ial. Now if only I could make my mutators show up in the Linux version! It's like the int files aren't there or something.
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  • ...s your personal page, do whatever you like with it. Check out other people's personal pages if you need ideas. :)
    459 B (72 words) - 18:10, 8 January 2003
  • ...If you find an error or something that needs to be clarified (because it's not obvious) then updating that point directly is really really helpful. A
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  • ...ck boxes or something where there should be line breaks, it's because that's a UNIX style text file (\n instead of \r\n), try opening it in another edit ...off of the biorifle. There're some things I'd like to be different, but it's not worth the time and effort.
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  • ...C and scheme for the most part... SO! I cribbed [[Legacy:Trystan|Trystan]]'s useful stuff from from [[Legacy:Trystan/Developer Journal|Trystan/Developer ;# What's the easiest way to add a new weapon and get it 'in game'?
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  • ...here will be vague but hopefully enough that you will have a grasp of what's going on when you're reading the remainder of the chapters. ...r and displays it for the local player but it also passes the local player's choices back to the server.
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  • ** hover tooltips contain variable's current data
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  • '''Exec Functions''' are [[Legacy:Function|function]]s that a player or user can execute by typing its name in the [[Legacy:Consol ...our console command by simply adding those parameters to the exec function's definition:
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  • // Call the ElevatorMover's Move function (there's a page that explains this you can link to: [[Legacy:Create A Subclass|Creat
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  • ...find Computer Games there, and suprisingly I found UT sitting there, in it's GOTYe goodness. So I buy it... ...tch again. OH! Wait a second! I have no more modem! I go back to my cousin's house and put the patch on my CD-R. Problem solved.
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  • '''Chip:''' Is "extend" the best word for the title, since it's similar to an Unreal Script keyword? Granted the context is very different,
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  • ...mands at compile time. Every "#exec" directive can be executed in UnrealEd's [[Legacy:Console Bar|console bar]]. (without the "#exec") Currently in the ;MIPS : (optional) OFF or ON. Generate [[Legacy:MipMap|MipMap]]s.
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  • ...e actual development and project organisation. But so far nothing. So here's a short recap of the past. ...k or maybe even a kart), but currently we are not on that stage yet, so it's useless for the moment. Right now 6 people dedicated for the project (2 pro
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  • ...hey are loaded) (available in the nest UT2003 version (2136+)). I think it's best to implement it sort of the same way as the MapList editor, to use an Telnet is very simple, it's just 7bit ASCII and nothing more. But there's a litte bit more, Telnet Commands, these can be used for special actions li
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  • ...e issue: multiple classes with the same name in diffirent packages. So let's see you have the following: ...But I need to check on types of dynamic array, class and inline enums. It's still very fast :)
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  • At the moment, there's only one protocol that can be considered a standard: the GameSpy protocol. ...[http://www.udpsoft.com/eye2/ ASE]) will adopt this specification once it's complete.
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  • ...will create log files which can be converted to statistics just like Epic's ut2003stats.epicgames.com LocalStats is a server actor so it will not show Epic's Mark Rein on you screen whenevery you kill three enemies in a row. Isn't th
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  • ...list of all accepted entries. I wonder if UnCodeX has a chance in the Tool's section, I don't think my other mods have much chance in winning something. But it's not like I did those projects for the money, I think people creating mods/e
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  • '''Enigmatic:''' Thank you. Hopefull I'll be able to add to this wiki, as it's already helped me a great deal. I started with the Clear-Z trick for porta
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  • ...ods of completion which are defined by the [[Legacy:ErrandGoal|ErrandGoal]]s. ...ame... for example, the dude has goes to pick up his dry cleaning after he's kidnapped by the Rednecks and dressed in the [[Legacy:Gimp Suit|Gimp Suit]]
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  • ...n class of inventory item from a certain person. Example: Get Gary Coleman's autographed biography on Tuesday, setting off a scene where the police raid
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  • ...] to report that the dude has pissed into it. Example: Pissing on your dad's grave on Wednesday.
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  • This commandlet exports the cacheable classes from a package to that package's UCL file for custom mutators, weapons, gametypes, vehicles, crosshair packs ...ppended. So you might want to add something like the following to your mod's build batch file:
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  • * America's Army: Special Forces * Brothers in Arms: Hell's Highway
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  • if (j > 0) Log("Package '"$cmd$"' was removed "$j$" time(s).", 'Remove');
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  • ...estruction in a short range at the expense of quickly expending the weapon's ammo.* *This firing mode has a minor error that shows up in UT2004's log,
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  • ...eExempt<sup>UT2004</sup>: This class should not be exported to [[UCL file]]s. Only has an effect for classes that are exported by default. ...category, categories with no name can be specified by inputting the class's name where the variable is declared in. This is just like ''CollapseCategor
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  • ...real game, but actually Groove Games/BrainBox's Land of the Dead game. It's difficult to find things that don't depend on the game-specific things, but ...much of an example (you can still find my old IRC client online, but there's not much hope of using it for anything anymore). My mods to LotD are norma
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  • ...g up the list of emitters to play with under Emitter properties. So, that's no fun. I still have yet to look at this MeshEmitter thingee, but perhaps ...on and base for, so that it wouldn't absolutely totally suck down CPU. It's still pretty intensive, as it would appear that Radius iterators do not dea
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  • log("ZombieZilla playing on Blade's Invasion Game.. hope this doesn't fuck up your settings!");
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  • ...fects!).. and the second thing, which I like the most about it, is that it's not nearly as uniform as the distance fog .. and the third thing is that it
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  • ...?:eoperator\\|ivate\\|otected\\)\\|ublic\\)\\|re\\(?:liable\\|pnotify\\)\\|s\\(?:erver\\|i\\(?:mulated\\|ngular\\)\\|kip\\|tatic\\)\\|tra\\(?:nsient\\|v ...(?:move\\(?:I\\(?:ndex\\|tem\\)\\)?\\|pl\\(?:ace\\)?\\)\\|ight\\|ound\\)\\|S\\(?:et\\(?:State\\|Timer\\)\\|in\\|leep\\|merp\\|p\\(?:awn\\|lit\\)\\|q\\(?
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  • 3. In team-based gametypes, the EONS Mine Layer's secondary fire targeting laser is team-colored.
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  • ...fication of the UT2004 ONS Grenade Launcher intended to improve the weapon's usefulness in a variety of situations.
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  • ...bool bSkipFire; // If true, it ignore this shot and pass it to it's linked weapon FireSoundClass=sound'ONSVehicleSounds-S.TankMachineGun01'
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  • ...akes good players easier to see - it doesn't change the size of the player's collision cylinder.
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  • ...oad: [http://www.planetunreal.com/slick/v2_custom_scripts.htm Slick Willy's Custom Scripts]
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  • ...Script byte code for ''While'', ''For'' and ''Do...Until'' loops.), but it's considered bad coding practise to actually do so. ...d within functions, although it is rarely used there. For state flow there's also GotoState( Statename, label): see [[Legacy:State|state]] for more on t
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  • ; <function modifiers> : Keywords that specify aspects of the function's overall nature and behaviour. bReturn = MyFunction(False, Number, "Hi there!"); // save function's return value in another variable
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  • ...ing text actor (i forgot were it is :\) and place it by the scoreboard. it's defaulted to say what the score is, so thats it. You can also make it say w
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  • Customized Graphical User Interfaces can automatically analyze a given level?s static geometry, determine the tactical significance of different areas, an ...ation changes significantly. Obviously, if the AI or its target dies, that?s a good time to reconsider the current target.
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  • ...// relative to the player's view
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  • ...ournament, the radius of the spherical "fog" can be specified in the light's properties by setting the VolumeBrightness, VolumeFog, and VolumeRadius pro '''EricBlade:''' I'm curious as to if anyone knows a way to attach an emitter's particles to a moving base? I've managed to create some really great looki
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  • ...product has the most recent bytecode, and it also frees me from using Epic's bytecode.) ...f copyrighted art I used I don't feel that a release is appropriate, so it's a bit of a tease, but I didn't want everyone to think I was idle. Just as a
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  • ...rawing, all sparks will be aligned around an invisible vertical axis so it's as if you're using a lathe. Lathe_2, _3 and _4 draw multiple sparks at regu ...he maximum brightness and then disappear. ''FX_Area'' determines the spark's lifetime by setting their initial brightness. A high ''FX_Area'' value make
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  • ...tag; add several triggers around your map and set the event to the amoeba's tag (to keep it constantly aggressive) and there you have a working amoeba! ...sterPawn Bird1, is it possible to export the Bird1 animation along with it's script sequence from UT over to UT2003?
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  • ...e time limit for your assault level you need to open the last FortStandard's properties and select defense time and put what ever you want the time limi ...them to both a Movers Tag and Event, and neither seems to fire them off. :S?
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  • ...ould affect. The ZoneGravity and TerminalVelocity settings of the new zone's ZoneInfo can then be set appropriately. ZoneVelocity can be used instead of
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  • You can set the player's FoV by setting [[Legacy:Pawn (UT)|Pawn (UT)]].FovAngle or calling [[Legacy: ...ainly what I do, seeing as even with my DSL I lag really bad sometimes. It's funny to take the rocket launcher and blow off a snipers head though :)
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  • ...mebutton.jpeg|]] and choose '''[[Legacy:WaterVolume|WaterVolume]]'''. That's all you need for now. '''\/\/0RF:''' Someone please follow Tarquin's suggestion, as this tut alone clearly shows that there are a lot of differe
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  • ...com/review.php?revid=302 AS-INF-Frozen]: an attempt at assault mapping. It's very very detailed! I literally flooded the map with custom decorations. It ...o Pack #2] <br />[http://www.essi.fr/~cortina/decos/freondecos3.html Freon's Deco Pack #3]
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  • ...been mainly adding dirt, features or team colours/symbols on someone else's base textures. I have a comprehensive graveyard of unfinished maps with som
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  • There's one or two on their way in the next couple of days - promise! '''Tarquin:''' BTW there's a gathering of journals at [[Legacy:Developer Journals|Developer Journals]]
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  • '''Wormbo:''' Yeah, it's neat, but it still needs some work. I've redone the Properties section. ...mes were moving like that, so I decided to find out and I looked at curse3's little area. Now you can just replace that old sheet with one of these for
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  • ...e unreal script classes interact, not an easy task. I hope some of you pro's might be able to lend a hand here. I can help a little myself but I'll be l ...ite sure how to reword it.... anyway, ShockBeamCoil is NOT the shock rifle's beam. ShockBeamCoil is that ribbonlike thing that twists around the beam on
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  • ...]. It's this that stores all the [[Legacy:Unreal Resource|Unreal resource]]s: maps, textures, compiled UnrealScript classes, etc. * UNR file / UT2 file - [[Legacy:Map File|Map File]]s
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  • ...re.ModeDoFire() is called. As well PlayerController.Fire() is called. It's important to note that these are two distinctly separate chains of events. Pawn.Fire() checks to see if there's a valid weapon, and if so executes Weapon.Fire(). You'll note the check ag
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  • ...ment in a small boring town with my girlfriend. I just got a new rig... it's my real baby. Not incredibly top of the line, but it works for what I need '''Piglet:''' There's nothing wrong with sucking up knowledge :)
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  • * [[Legacy:Home Page|Home Page]] &ndash; the site's entry point
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  • ...art rant, part scientific paper. Of course it's not actually paper, but it's still called paper for traditions sake.==== Here's a brief timeline of theories on what created the universe:
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  • ...nal rules-based artificial intelligences, but when it comes down to it, it's still rules, with a little bit of depth added by making things less clear-c ...t might be taken to cause the current situation to resemble that of the AI's ideal sitation. These steps are further broken down into actions that would
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  • ...the same rear view of that same test fighter with the crooked fin, so here's some screenshots with other ships." However, I realized that I had only tak ...from it's front. Thusly, I've been careful not to post any pics showing it's front. ;)
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  • ...allow the level to run before the level is actually "run." That is, there's only the one level that is ever played in, but that level is loaded while t ...is really fast. It's kind of neat, but also kind of bad. Specifically, it's kind of bad because it feels unnatural to be dumped into the game when you'
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  • ...ding ramp, a couple of guns, plus extraneous armor plating, etcetera, that's looking at 10 or more Karma simulated actors per ship.. more for larger shi ...is standing still, the pawn continues strafing right endlessly on Player B's machine. For obvious reasons, this is a problem.
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  • ===furrycat's mods and stuff=== ===furrycat's tutorials and ramblings===
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  • local string S; // Figure out the server's port.
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  • ...erty to True can fix Z-order problems with complex [[Legacy:Shader|Shader]]s. For example a Shader that uses a texture with an [[Legacy:Alpha Channel|al ; FB_Translucent : Creates a new alpha channel based on the material's brightness. Darker areas will be more translucent, brighter areas will be l
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  • One of the flagbase's (There are two, one for each team. )
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  • ...[[Legacy:Controller|Controller]] classes and [[Legacy:Postal 2|Postal 2]]'s AI controllers.
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  • ...between the engine's [[Legacy:Pawn|Pawn]] and [[Legacy:Postal 2|Postal 2]]'s pawns. ; bool bCanEnterHomes: This pawn can use [[Legacy:HomeNode|HomeNode]]s
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  • ...egacy:PlayerController|PlayerController]] and [[Legacy:Postal 2|Postal 2]]'s [[Legacy:P2Player|P2Player]].
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  • Causes the dude to say something, but only when he's looking directly at this actor. Used in many maps where the dude can commen
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  • ...nterested in making Assault maps, and hopefully good Assault maps, as that's something the UT2004 world seems to be severely lacking at the moment.. Wi '''Graphik:''' I wouldn't worry about duplicating things MarZer's working on; he hasn't been around in a while.
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  • ...the engine's [[Legacy:GameInfo|GameInfo]] and [[Legacy:Postal 2|Postal 2]]'s game types. ...lid: Whether the GameInfo is valid. Defaults to true but complex GameInfo's should default to false and set it true when they become valid.
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  • ...etc) and everything else will adjust appropriately. (if nothing else, it's good CSS policy to do things this way) That's all there is to it. Feedback is welcome.
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  • What am I up to? Let's find out... Well, it took longer than I had planned (work's been kinda hectic lately), but I finally got [[Legacy:Assault Mapping Tutor
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  • ...faceOscillator. Ripples can propagate beyond that distance, and indeed it's better if they
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  • ...material factory selectable as "Real-time Procedural Texture" in UnrealEd's '''New Material''' dialog window. This factory creates materials that are a
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  • # Missile should't adjust it's trajectory too much at once. For example, it shouldn't turn the direction w ...)) at tick N+1, then Acos(Normal(V1) Dot Normal(V2)) <= MaxAngleDelta. Let's set it to 0.0015. This means that if missile speed is 1000 UUs/second and o
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  • ...cy:Game Ini File|game ini file]] (in the Engine.Engine section), unless it's a network game in which case the DefaultServerGame entry is used. ...elayedStart : ''True'' if the start of a [[Legacy:Controller|Controller]]'s game start is delayed and ''false'' if it is not delayed.
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  • ...ctor|actor]]s and sizes of [[Legacy:Collision Cylinder|collision cylinder]]s are all measured in these units. The [[Legacy:Unreal World|Unreal World]] c One UU doesn't actually ''mean'' anything in the real world, it's just something within the engine.
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  • * Why it's best to keep brushes on the grid. See, the [[Legacy:Snap To Grid|Snap to Gr
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  • Allows a specific tag and time to be set for each sequence in the mover's [[Legacy:Keyframe|keyframe]]. It also adds three new states:
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  • To get hold of a game's GameReplicationInfo on a network client, get it from <tt>Level.GRI</tt> or ...ated) : Searches for [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]s and adds them to the PRIArray. Also calls the TeamSymbolNotify function on
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  • ...or class references and properties/methods. This notation implies that it's one of those, and that you actually have to refer to this property as "Adva ** because it's basically a menu-like grouping for convenience.
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  • ...ask yourself the above question: why does it need to stand out so much? It's up to the reader to give your article his/her attention, not up to you to g A fact that there's no escaping is that most of the procedures described on the site involve ma
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  • ...arch'' function, and it reduces the possibility of people duplicating what's already written (although a new slant on things is often good). [[Wiki:Link ...ss they make a sentence really clumsy. Write <nowiki>[[Legacy:Actor|actor]]s rather than [[Legacy:Actor|actors]]</nowiki>. This helps quickly see what l
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  • Here's what [http://www.wikipedia.com Wikipedia] has to say on starting new pages: ...e, helpful) information is welcome! Of course, if you can write more, that's all the better.
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  • ...he ground - in which case, your gravity settings will influence the player's movement. More technically, gravity only affects players when they are in P ...that move players around the tunnel you'd have to use velocity. (which let's me think of nice traps - Can you trigger Velocity/Gravity on and off? ;)
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  • Here's how to make a ghost for your level. Just download [http://www.geocities.com
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  • ...make a significant impact on the game and to appreciate each other player's involvement. A game should allow each player to have a significant impact o ...rules, a player is constantly comparing their situation to their opponent's, and attempting to do better.
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  • ...t of all, although you can, you don't want to use UnrealEd for coding. It's great for making levels, but really inferior for coding. Instead, by far t ...Hello World|UnrealScript Hello World]] and see if that is less scary. It's going to do everything by hand and the long way without using any of the to
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  • '''Tarquin:''' Yup, it's best to wait till they edit. Otherwise they may get a little freaked out! (
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  • // Half of the PlayerIcon's texture size. // Get the player's rotation and position on the map.
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  • ; class<[[Legacy:Mutator|Mutator]]> MutatorClass : Class of this gametype's base mutator. (Default is Engine.[[Legacy:Mutator|Mutator]], [[Legacy:Death ...r|Actor]] Other) : This function is called from any [[Legacy:Actor|Actor]]'s <tt>PreBeginPlay()</tt>. If this function returns ''true'' the actor contin
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  • * Avoid putting your specific ideas ahead of the audience's generalized needs. ...from. You'll need to create a link on at least one page to get started. It's a good idea to link from any page that is relevant.
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  • If you find any bugs you can post them at the bottom of this section, there's a bug section over there. ...nish a script you can see it on the IRC_Scripts page ;), but not before it's finished :))
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  • ...p Browser''' is one of several [[Legacy:Resource Browser|Resource Browser]]s in the [[Legacy:UnrealEd Interface|UnrealEd Interface]]. By default it is d * Add Selected Actors to Group(s)
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  • ...gging in again &ndash; there's a special [[Legacy:Log In|log in]] page, it's not done at the Preferences page. Do you know your password? If not, I can ...ather is a lot. I'd like the crash protection (it works nice on my friend's comp), the better use of my RAM (I have 768MB, hacked for WinME), and the u
    6 KB (1,083 words) - 05:02, 24 December 2002
  • ...lass '''GameObjective''' (or rather subclasses thereof) are part of UT2003's [[Legacy:Bot Support|bot support]]. While a GameObjective is "active", [[Legacy:Bot|bot]]s of one team seek it out, bots of the other try and defend it. When the atta
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  • ...oad.beyondunreal.com/ Overload] is one of the things I've worked on. There's some other projects of which [http://nil.sf.net/ one] has gone inactive and
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  • To get hold of a game's GameReplicationInfo on a network client, get it from the [[Legacy:Replicati
    816 B (97 words) - 09:55, 10 January 2006
  • ;bool bBoundToParent: Use the Parent's Bounds for all positioning. ...eleaseClick: If True, this component wants the click on release even if it's not active.
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  • ...s are ignored. This can lead to some funny display problems if the slider's default value is outside of the minimum and maximum values set.
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  • ...text. It's probably more complex than you are expecting - but at least it's easy to use.
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  • ...lly available in all classes. Due to [[Legacy:UnrealScript|UnrealScript]]'s strict object-oriented approach, they're actually methods of the [[Legacy:O ...tax]]) and most of them are also [[Legacy:Static Function|static function]]s.
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  • ...but we included it anyway because that was our policy- to include everyone's work. Of course now I know much better :) Anyway, this is how our mod started. It's been a fun ride ever since.
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  • ...ow allows programmers to properly manage modifications to the engine or it's components. ...e pages. Please be careful about content, and if you believe someone else's information is wrong, please make sure to resolve it with them first before
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  • ...cy:GUI|GUI]] system's only interface to the world of [[Legacy:Actor|Actor]]s. ...and [[Legacy:Console|Console]] are both [[Legacy:Interaction|Interaction]]s without being a subclass of eachother.
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  • ...does, a trace is taken between the projectile's location last tick and it's current location to see where exactly the projectile should have impacted. ...ss to use Karma physics on the bombing run ball because it's a ball and it's physics could be simulated using less CPU without Karma.
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  • ...[Legacy:Inventory|Inventory]].HandlePickupQuery() is called for the player's inventory to possibly handle the pickup query. ...awn dies. Returning <code>True</code> prevents the death and sets the pawn's health to at least 1. Usually you will want to set it to a higher value, th
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  • ...lly available in all classes. Due to [[Legacy:UnrealScript|UnrealScript]]'s strict object-oriented approach, they're actually methods of the [[Legacy:O ...tax]]) and most of them are also [[Legacy:Static Function|static function]]s.
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  • [[Legacy:Application|Application]]s used for working with textures and [[Legacy:Texture Creation|Texture creati ...better with each release. Almost comparable to PhotoShop. Unfortunately it's also becoming just as expensive.
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  • ...[[Legacy:ScoreBoard|ScoreBoard]] or some other Canvas-aimed class. So let's start with something simple: a button. It will call the SetupStuff() funct //Set up our player's stuff!
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  • ; InternalOnAdjustTop (GUIComponent Sender) : Called by MyScrollText's delegate OnAdjustTop, stops text scrolling. Now, if you want to intentionally go to the next line, there's something specific for that. The var '''Separator'''. If you set this, it
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  • ...cure permission for public distribution though, it'll be available when it's done.) ...his 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
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  • ...n the bots should be logged. This property is not used anywhere in UT2003's UnrealScript code. .... Loops through the [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]s to gather their score and deaths.
    4 KB (594 words) - 16:43, 26 February 2006
  • ...se these are the spellings found in Unreal Engine script comments and Epic's documentation.. So "color" rather than "colour", "modeling" with just one " It's a good idea to make a redirect page for the English spelling.
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  • ===It's a small world, but it's all mine=== '''Corran:''' Hey Gehn, it's Matt here from Unreal Racing. How you doing?
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  • * tells [[Legacy:Ucc|Ucc]] which [[Legacy:Package|package]]s to compile ...'s here that you can add [[Legacy:Custom Brushbuilder|Custom Brushbuilder]]s.
    8 KB (1,095 words) - 10:48, 11 February 2010
  • ...its WinHeight from its embedded [[Legacy:GUIComboBox|GUIComboBox]] object's default height. Beware of this property! It is True ''by default'', and tha
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  • ...e does not matter, so the player's choices really don't mean anything. It's pointless. ...n you avoid imbalance in your game, without making it dry and boring? Let's just say we're balancing weapons right now. The above points become demons
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  • ...amPlayerReplicationInfo|TeamPlayerReplicationInfo]] HolderPRI : The holder's [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]]. ...cking up flags in vehicles. When a vehicle picks up a flag, the controller's pawn is a [[Legacy:Vehicle|Vehicle]], causing some accessed nones and other
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  • * UT's AdminLogout() function has new stuff * UT's GetInfo() function has new stuff for WorldLogging, DX doesn't
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  • ...org freekick.org] is a (european) football management game in its crib. It's free and you are always welcome to try it out and<br />give some creative c
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  • ...more sophisticated, inside (mapping, engine) and out (gameplay). The jury's still out on whether or not I like it more than Q3. I don't use e-mail anymore unless it's absolutely necessary (eg., to sign up for something) because of spam. My pr
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  • ...an item. This is spawned automatically by the ScriptedPawn code during it's StartUp state. There appears to be no need to place them explicitly. ...dPawn that spawns this actor. Unfortunately, I do not have ''this'' actor's code and can't confirm any other Properties, Functions or the Package name.
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  • ...a "perfect" solution to organizing info in this type of community, but it's the BEST thing I've come across SO FAR. :) ...on the back-burner '''[and some of which are being created as I learn UT3's quirks]'''.
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  • {{innerbox|gmax® is a free 3D modeling and animation tool based on Discreet's award-winning 3ds max® software. Built for gamers to create their own in-g ...n GMAX and 3d max plugins/scripts] . MD3 is the format Quake3 uses for it's models. Put the dle file in the plugins directory. The next time you load G
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  • * '''2267''' In the Green's World Rebellion, three thousand miners revolt against harsh working conditi '''Legal:''' I can't speak for anyone, but here's the source I guess: http://www.unrealtournament.com/general/timeline.php
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  • ...genre with Quake and quickly got into mapping with the BSP editor by Valve's Yahn Bernier because I was intrigued by the possibilities. Prior to this, ...f Pancho Eekels' [[Legacy:CTF|CTF]] level for UT (used by permission). It's nothing particularly stunning, I just liked the level.
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  • Here's a simple node that adds together its two inputs: As an example here's evaluate for the 'less than' node:
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  • ...f myself... I need some way of storing and manipulating these things so it's time for a fresh class: The GPmaster: ...n't know what info will be returned by the other game code (the stuff that's actually running the trials ) so we make this gpmaster class somewhat abstr
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  • ...random then replacing the tree below it by new randomly generated code. It's pretty straightforeward: So, having coded up routines to mangle GP trees in various ways there's a need for something to actually organise the planned orgy of interbreeding
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  • ...ues... go there now and give those bots some more training... go on! there's a high score table and everything :) ...ink classes that I need to get to grips with anyway so what the hell.. let's go!
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  • ...on : I think this tells whether Quick MD5 checks are performed on a client's code packages.
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  • There's nothing about Golem on the wiki yet.
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  • Unreal's <tt>ucc make</tt> command is very disappointing since it does not examine d Here's a handy makefile for cygwin users. It goes in the same directory as the so
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  • ...f mapping were spent in UEd3, i have been finding myself more fond of UT99's UEd2, the lack of support for high poly meshes mean that my sucky UT2k4 map ...ting for [http://MVPB.net MVPB], and mapping in sorts for [[Legacy:T1|T1]]'s slaughter.
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  • ...ONP, SevenB, and Unreal1 over and over again? And then I answer myself; it's because: # Graphics. I like the 'sucky' [WetTextures] WAY more than [FluidSurfaceInfo]s; at high res and color they get a never-ending infinate detain, just zoom i
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  • Using the same priciples of my distortion effect, but applied to a player's skin to recreate a "predator" type invisibility effect.
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  • .... do you do anything Unreal related or do you just belong to a lot of Wiki's?
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  • It cannot directly save sounds as .uax ( [[Legacy:UAX_File|UAX_File]] ), UT's internal sound package file format, but [[Legacy:UnrealEd_2|UnrealEd_2]] ca .ogg - OGG vorbis (UT uses this as it's music format)
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  • ...free to move it, rename it, refactor it, whatever. In its present form it's basically just raw data. ...e of interacting with the player - they [typically] don't really care what's going on in the world, and are not bound to the GUI. The GUI is simply the
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  • * [[Legacy:Ucc|Ucc]] &ndash; Unreal's general-purpose command line application.
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  • ...se. They're too long to load and there is simply ''too much going on''. It's unrealistic to give people the ENTIRE content of the site on a single page. ...about the Home page's organization. Is the above not clear from the way it's presented?
    10 KB (1,650 words) - 02:11, 15 February 2008
  • ...news, and [[Legacy:Featured Pages|Featured Pages]] for a rundown of what's new and cool. ...ent single download on [[Legacy:Offline Wiki|Offline Wiki]]''' though. It's smaller, zipped and downloads faster than what any offline reader could giv
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  • Upon pickup, increases a player's <tt>Health</tt> by <tt>HealingAmount</tt>. ; int HealingAmount : Amount to increase a player's health by. Will not cause health to exceed default value (ie go over 100,
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  • Additionally, there's a plaque which shows the name of the hero. Mappers may build their own plaq '''Dark Pulse:''' Well that's pretty nifty... Imagine building a big Coliseum-type level, and having this
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  • ...vector of length 200 pointing in a direction corresponding to the HomeBase's rotation.
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  • ; float HudCanvasScale : Specifies amount of screen-space to use (for TV's). ...solution divided by 640 by 480. It is updated at the beginning of the hud's PostRender from Canvas.SizeX and Canvas.SizeY.
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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 more so with the higher level ...iewport Caption Context Menu|Viewport Caption Context Menu]] -> View there's a list of types of things that can be hidden or shown.
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  • ...] here and have a short look at Botpack.[[Legacy:UT_BioRifle|UT_BioRifle]]'s alt fire mode. ...ction which in turn calls the [[Legacy:TournamentWeapon|TournamentWeapon]]'s (Alt)Fire function. This function might be overridden in subclasses of actu
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  • (let's see how inventive your browser is with multiple bullet lists... ;)) ...nventory (UT)]].HandlePickupQuery &rarr; recursively called for the player's inventory items
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  • #The pawn's PendingWeapon property is set to the new weapon. #If the pawn's Weapon and PendingWeapon are already the same switching is aborted and noth
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  • ...ygon counts this time around, because these meshes utilize your video card's T+L unit. They are created in an external 3D modelling program, such as [[L Static meshes have a collision hull that's separate from their visual appearance. That collision hull can be either i
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  • # Immediately release left mouse button to release the Impact Hammer's stored energy.
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  • ...layout, I think it won't last though, check out [[Legacy:Tarquin|Tarquin]]'s 2 pages of signings ;-)
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  • ...news, and [[Legacy:Featured Pages|Featured Pages]] for a rundown of what's new and cool. ...ent single download on [[Legacy:Offline Wiki|Offline Wiki]]''' though. It's smaller, zipped and downloads faster than what any offline reader could giv
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  • The HUDMutator class is used in Epic's Relic mutators, because UT 400 didn't have the Mutator.NextHUDMutator varia
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  • ...the first things i wrote in unrealscript with [[Legacy:Aphelion|aphelion]]'s help)
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  • ...ome stray log statements and whatnot. It's your personal page though so it's up to you.
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  • ...registered as HUD mutator. To go through all HUD mutators use the mutator's NexHUDMutator variable. ; color DrawColor : The message's text color.
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  • ...ext=A Wiki is not the ideal way to carry on long discussions, BeyondUnreal's [http://forums.beyondunreal.com/forumdisplay.php?forumid=13 Unreal Developm ...input the player's position. Is there any function that can call a player's x,y, and z coordinates?
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...n as a vector and turn it into a set of screen co-ordinates. Of course, it's also possible to use the client-sided interaction to spawn a HUD, and use i ...tator. That's very similar to what Will did above, only you set the player's HUD instead of spawning an interaction for him.
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  • This is an useful function extracted from Microsoft's old sample code, modified a little by Rei for her own product. Note that th // S Saturation from 0 (gray) to 240 (full color)
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  • ...d other "non-special" (bSpecial=False) [[Legacy:LocalMessage|LocalMessage]]s are not stored here. ...sed to mark a targetted object. Currently only used by the BR BallLauncher's secondary firing mode.
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  • ...apon by taking an existing one and monkeying about with the parameters, it's much harder to figure out the chain of events that cause a weapon to get fi '''Note:''' There's a small error above. The ProcessTouch function isn't called by the engine.
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  • ...ice, there's probably more than one way to use your weapon, assuming there's an alt-fire function. This all means we're going to have to do a little wor ...l bLeaderFiring) : return true if the bot should focus on the leader of it's Squad. The best example of this is the Link Gun.
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  • ...' See [[Legacy:Lag Compensation|lag compensation]] for a discussion why it's neccessary to replicate the servertime constantly. It might be desirable to ...efore we do the hit detection trace. Thsi will get more clear later but it's really the most important thing and why we do all this in fact. This will d
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  • ...go through and it appears that each tool has it's own XMI like format. It's quite a mess. But most annoying would be that even though you can dump ever
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  • ...to introduce a hall of mirrors effect, you can do so by setting a surface's 'invisible' flag to true. This, of course, only causes a HOM effect on surf NOTE -> HOM's Are VERY VERY Bad, and Ugly !
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  • ...community.com/forums/showthread.php?threadid=266017 forum thread] in Atari's UT2003 coding forum.''}} The absolute first thing that enters into a coder's head when they see a recruiting post is: "Why should I work for this guy?"
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  • ...e average man can chew. I think small and end up with something huge. It's not unfair to say I deserve a lot of the frustrations I get. But still... ...g the difference between 'to' and 'too.' But that's not what happens! It's more like this:
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  • ...rible. Even besides my very novice modeling skills, it's replication that's really getting to me. ...snug around the ship. But about half of it doesn't collide at times. It's got me confused.
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  • ...ction. If the level is paused and the person who paused it is the one who's firing, it unpauses the level but does not fire the weapon. There's no code here! Normally you would expect to see the Fire method implemented
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  • But the model look decent and will be nice when it's skinned. Im keeping the poly count low
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  • First of all, let's [[Legacy:Set Up Package Folders|Set Up Package Folders]] with the base name ...there are always a few like "package hunted.u couldn't be found" but that's good, because if UCC MAKE doesn't find it, it will try to compile it.
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  • ...he Torque engine from [http://www.garagegames.com Garage Games]. Though it's off-topic for the wiki, anyone who'd like to help out with the Torque proje
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  • ...well recieved, and I actually got pictures of people playing them, so that's cool. ...d after Alex "Lerxst" Lifeson from the band [http://www.rush.com Rush]. It's pretty simple as maps go, actually I got a lot of inspiration for it from t
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  • ...ompletely different. This is still in progress, though I actually think it's probably done. I'm going to go back to it in about 3 days to look at it wit ...ng for a more faithful adaptation of the source material. The map is in it's infancy, as I put it down to do a quick job on the new Platforms map.
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  • ...ing is to win by any means necessary (short of actual cheating), then what's the problem? ...heating, then they're doing everything possible to win the match, and that's the whole point of playing!''
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  • '''DeepQantas:''' My view: It's all good, since now you know what to do when you start over again. But plea '''Tarquin:''' Zxan, I think there's a FAQ question on this &ndash; could you link from it please?
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  • ...button. Now carefully select the OUTLINE of the FSI. Then resize it so it's flush w/ the canvas ...reas of the water that are invisible because of the opacity mask on it, it's still rendered, so i wouldn't recommend doing this if you have huge gaping
    4 KB (665 words) - 03:12, 17 August 2005
  • ...icted area, such as someone's house, so that [[Legacy:Bystander|Bystander]]s milling about won't decide to walk into one of these houses.
    717 B (88 words) - 00:52, 17 October 2004
  • Anyone who's made a few maps must have tried to make an elevator... #* Alternative: use Tarquin's cylinder builder to create a hollow cylinder
    4 KB (705 words) - 11:00, 9 February 2008
  • I'm currently working on a mod for Deus Ex (I know that's a little late, but who cares anyway?) so I'm mainly interested in the Unrea
    1 KB (202 words) - 12:46, 21 March 2006
  • ...akes to complete the objective is determined by the [[Legacy:Mover|mover]]'s MoveTime.
    2 KB (265 words) - 19:58, 7 July 2007
  • ...tFire, and is in effect a blending of both the Lightning Gun & Shock Rifle's primary fire classes.
    11 KB (1,298 words) - 18:30, 22 July 2007
  • ...r the Shock Rifle, it spawns a ShockBeam effect to make it look like there's a laser beam between the target and the player, it deals damage to the targ ...function. If it is false, it will attempt to fire the ProjectileClass. Let's focus on TraceFire for now.
    4 KB (528 words) - 16:02, 6 February 2008
  • As for my map, I have a thread over at the Epic Games forums. Here's the link. [http://utforums.epicgames.com/showthread.php?t=605217 Thread]
    1 KB (193 words) - 19:10, 24 March 2008
  • This is the body text. Here's a link to the [[Legacy:New Contributors Quick Start|New Contributors Quick ...kind of object's properties, yet functions like [[Legacy:Mutator|Mutator]]'s IsRelevant() don't get called on them. This problem can be fixed with the c
    10 KB (1,782 words) - 16:24, 21 September 2005
  • ...s are only replicated when they change. However, by default the Info class's <code>RemoteRole</code> is set to ROLE_None, so replication is completely d
    3 KB (317 words) - 16:21, 6 April 2006
  • ...ssary. (This is not a problem for #[[Legacy:Exec Directive|exec directive]]s though, as long as you enclose the file in double quotes.) * via UnrealEd's [[Legacy:Sound Browser|sound browser]]
    5 KB (893 words) - 16:01, 27 July 2009
  • ; Wiki ''or'' PPR : Ward's Wiki: http://c2.com/cgi/wiki? [[Legacy:Epic Games|Epic Games]]'s official reference site for the [[Legacy:Unreal Engine|Unreal Engine]].
    2 KB (309 words) - 02:55, 28 November 2007
  • ...(such as adding a visual effect or changing the HUD or changing the player's properties). All of a Pawn's Inventory actors are in a [[Legacy:Linked List|linked list]] which uses the
    5 KB (715 words) - 19:21, 26 January 2007
  • ...[Legacy:Making Windows|glass]] and [[Legacy:Masked Texture|masked texture]]s such as grilles block players and projectiles. ...brush. This is prone to error and can lead to [[Legacy:BSP Hole|BSP hole]]s.
    2 KB (326 words) - 07:03, 26 November 2006
  • ...r</code> to iterate through much smaller [[Legacy:Linked List|linked list]]s like the pawn list or one of the mutator lists. ; An actor is (not) ''bHidden'' : short for: "An actor's ''bHidden'' property is (not) set to <code>True</code>"
    33 KB (4,858 words) - 01:51, 9 June 2007
  • ...AI has increasingly become one of the critical factors determining a game's success. Programmers dedicated to just game AI are now an integral part of ...iver Media, Inc., 672 pages, with accompanying Source Code CD, $69.95 in U.S.
    6 KB (887 words) - 08:00, 29 July 2010
  • ...tude act on the speed and size of the circular and wavy parts of a texture's movements.
    3 KB (334 words) - 14:14, 16 December 2005
  • ...ny actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will the '''Tarquin:''' I think that's pretty much covered it. Any ideas on padding this out are welcome.
    1 KB (165 words) - 14:59, 17 December 2005
  • ...on path, well, moves. Again, this rate sort of "blends" between each point's rate and the rate of the next point. '''Birelli:''' I'm gonna start pulling stuff from Hugh's UMS tutorial and editing it to suit a general concept.
    2 KB (411 words) - 12:22, 15 December 2002
  • ...hese files. In addition, they are used for language localization and that's the origin of the file extension .int for "international" as well.<i>(You c ...file]]s. They consist of one or more sections which start with the section's name in brackets followed by Key=Value pairs.
    12 KB (1,794 words) - 02:44, 10 June 2011
  • ...ument is for those creating GUI menus or [[Legacy:Interaction|Interaction]]s, which are using raw byte key mappings. For that purpose, the two most imp |S
    11 KB (1,627 words) - 15:19, 19 August 2012
  • .... to all '''other''' people without photoshop, paint can work fine. (If it's a screenshot, open Picture editor and resize it first. :))
    6 KB (937 words) - 14:13, 19 July 2008
  • It's important to remember that the black "empty space" is solid, and the actual ...the ''Deintersect'' command keeps the volume that is in hollow space. (It's important to remember that the black "empty space" is solid, and the actual
    11 KB (1,901 words) - 13:56, 11 March 2005
  • ...y. Interactions can use [[Legacy:State|state]]s like [[Legacy:Actor|Actor]]s after they have been initialized. ...Owner : Pointer to the ViewPort that "Owns" this interaction or none if it's Global
    6 KB (943 words) - 22:37, 4 August 2007
  • ...ke a screenshot, please take a look at [[:Category:Legacy Basic Procedure]]s and [[Legacy:UnrealEd Interface|UnrealEd Interface]]. There are plenty of i Images are stored in a flat list, so it's important to give your image file a descriptive name.
    10 KB (1,778 words) - 07:51, 23 June 2005
  • '''Mychaeel:''' What about Maya/Introduction (since there's already [[Legacy:Maya|Maya]] and [[Legacy:Maya/Discuss|Maya/Discuss]])? '''Tarquin:''' What's wrong with this page.... not much of an introduction! I have just installed
    4 KB (699 words) - 16:39, 22 May 2006
  • ...ual [[Legacy:Interaction|Interaction]]s and/or [[Legacy:Viewport|Viewport]]s. The InteractionMaster's properties are declared as transient, i.e. they will not be included when a
    3 KB (442 words) - 06:59, 9 August 2004
  • ...where else. (Since by principle ''all'' classes "hold information," there's not much more to say for it.) The Info class doesn't declare new or override a parent class's properties or methods.
    2 KB (179 words) - 08:02, 24 November 2004
  • ...Legacy:Inventory|Inventory]] in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called [[Legacy:Pickup It's worth mentioning here that inventory items for Unreal Tournament can be tri
    4 KB (431 words) - 07:02, 18 January 2004
  • ...I post under the same name at the [http://absolutetrl.net/forums/index.php?s= Absolute TRL Formus] and even have a [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/ ...hingFactory|ThingFactory]] and a couple of [[Legacy:SpawnPoint|SpawnPoint]]s.
    5 KB (902 words) - 16:28, 11 February 2004
  • ...r 26, 2001. This has absolutely nothing to do with Unreal Tournament. It's just a personal thing. ...ets retired and added to the [http://absolutetrl.net/forums/showthread.php?s=&threadid=19138 retired videos list]. The retired videos list is divided i
    11 KB (1,786 words) - 00:33, 8 March 2004
  • |909 Time (Ike's 909 Beats) |Just me messing around with TR-909 drum machine samples and Modplug's resonant filters
    6 KB (1,113 words) - 17:03, 11 February 2004
  • ==Ike Bart's Fake Albums== ...e album tracklistings. This has nothing to do with Unreal Tournament. It's just another personal thing. Some of these songs even have lyrics partiall
    2 KB (373 words) - 22:11, 10 October 2003
  • ...ns and other items in order to support map flow and make the most of a map's layout. The [[Legacy:Gametype|gametype]] your map is aimed at will influen ...fact, they should be ignored or contradicted from time to time for variety's sake. They are just suggestions to consider while designing the level for
    12 KB (2,033 words) - 21:47, 23 September 2006
  • ...written, it doesn't do much error checking or have many user options. It's a very short program in C to convert files between different image formats, DevIL's load and save functions autodetect file formats, so you can fairly easily c
    2 KB (281 words) - 19:08, 13 May 2004
  • ; function InitFor(Inventory I) : This sets the object's Instigator to the Instigator of the Inventory passed in. *Bullet hit effects (when you shoot dirt, it flies up!) It's handled here too
    2 KB (292 words) - 18:29, 4 March 2003
  • C L A S S I F I E D
    337 B (43 words) - 15:42, 10 March 2003
  • ...ile the script and create an entry in the [Public] section of your package's [[Legacy:Int File|int file]]: if ( M.IsA('WordKeyMut') ) // This mutator's name!
    9 KB (1,223 words) - 09:15, 7 May 2007
  • ...s point of view appears to be entirely contained within another object. It's all UnrealEd Interface trickery of course: the contained object is stored i ...rs... :rolleyes: The [[Legacy:Editinline|editinline]] keyword in the array's variable declaration is responsible for the dark gray area in the first pic
    1 KB (211 words) - 00:35, 2 July 2003
  • ...but make sure you also do a complete backup once in a while because there's nothing more anoying that restoring tons of incremental backups. ...s a little downside that discussion about a document can't be included (it's not nice). A Wiki system might be the solution, it will also keep a record
    6 KB (979 words) - 20:31, 28 November 2006
  • inio's previous work in Unreal Tournament includes several big boxes to play with ...o, Welcome to the wiki ;) (So happy I'm the first to welcome you, i think :S) Anywayz, did you do work on another map based on Zelda ?
    2 KB (331 words) - 10:14, 27 December 2003
  • ...a map form a [[Legacy:Linked List|linked list]] with the first ion cannon's <code>bFirstCannon</code> property set to <code>True</code> and <code>nextC ...rig [[Legacy:Global Function|Global Function]]s are in [[Wikipedia:Radian]]s, so 45 actually means about 7 degrees. Which is why default cannons won't f
    2 KB (352 words) - 21:08, 13 January 2005
  • [http://forums.beyondunreal.com/showthread.php?p=1162551#post1162551 It's Alieeve]! ...rsecting volumes, then players can have multiple shadows. Right now there's some serious bugs is managing the regular shadow (shows up when it shouldn'
    3 KB (459 words) - 09:20, 11 January 2005
  • ...Loki], it's not clear that such a reductionistic approach is desirable. It's perhaps better to craft a flexible central repository for development artif ...ndash; what you can deliver is dependent upon what the IDE can produce. It's not unreasonable to think of UnrealEd as an IDE for developing code and con
    2 KB (318 words) - 06:29, 25 June 2005
  • ...ion, the compiler can only check the syntax. In particular, the expression's result is not validated at compile-time, so it is possible to specify inval ...he condition of a loop or an If statement) '''must not''' change the actor's state or jump to a different state label as [[wp:side effect (computer scie
    4 KB (557 words) - 11:24, 2 January 2010
  • ...w.gamedev.net GameDev.net] and wrote a number of tutorials for them, so it's possible that someone here might recognize me from there. '''19 February 2006:''' Wow, it's been an eternity since I visited this place. But I just fired up UnrealEd a
    6 KB (1,006 words) - 20:22, 19 February 2006
  • ...places, so old hardware will likely complain a bit. All in all, I think it's decent for what it is &ndash; a first effort.
    1 KB (254 words) - 04:53, 13 July 2004

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