I don't need to test my programs. I have an error-correcting modem.

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  • ...tain several values and are expandable, eg colors, [[Legacy:Vector|vector]]s, and also embedded actors. ...to the defaults are listed. This can be handy when looking at someone else's map to see how an effect has been achieved.
    6 KB (1,011 words) - 10:59, 3 November 2005
  • ; StopSound( int Id ): Stop a sound given the sound's ID
    8 KB (1,074 words) - 16:18, 20 January 2006
  • Under a [[Legacy:ScriptedPawn|ScriptedPawn]]'s properties you'll find an "Orders" tab. Expand it and you find an AlarmTag ...ayed when the pawn is alarmed: enter the name of an animation for the pawn's model. To see available animations, look in the [[Legacy:Mesh Browser|Mesh
    3 KB (427 words) - 16:26, 21 April 2006
  • ...ase for which the AlternatePath is pointing out a route. The AlternatePath's SelectionWeight is used to modify the likelihood of bots using that path. B Arg! Though I suppose it ''sort of'' makes sense: an AltPath's Team gives the base it leads to.
    7 KB (1,187 words) - 18:28, 20 July 2013
  • #Select the sound you wish to use. Then expand the Sound group of the actor's properties, click on the AmbientSound property and click the "use" button. ...to set the volume on an AmbientSound using the SoundEmitters property? It's just uberloud and sounds really bad.
    3 KB (481 words) - 12:34, 3 June 2003
  • It's still July?!? Oh, well. I'm trying to figure out how to program proper (wor I just fixed some "Access None"s and no I spawn each player with a "ghost" pawn, which is invicible. Wheneve
    2 KB (285 words) - 20:34, 8 September 2003
  • **game type allowed for maps using special KOTHVolume's ...ip UT2MOD files as well and include instructions how to install them. That's better for people who don't know what UMOD means.
    3 KB (488 words) - 17:26, 27 January 2004
  • <i>Let's have some fun</i>
    5 KB (695 words) - 22:26, 25 April 2002
  • ==APHEX's BIO== '''EntropicLqd:''' How's life? Mwhahahahahaha!
    2 KB (368 words) - 05:30, 12 April 2004
  • :''Tarquin'' It's a fair point. I've been pondering that page for a few days. I like the "Cre ...be more suited there. I am not hugely keen on the layout of this site, it's a wee bit mind boggling with all this info :D
    4 KB (698 words) - 12:57, 5 January 2003
  • ...e|texture]]. They ''can'' be made in UnrealEd, but this is not optimal: it's best to use other applications.
    2 KB (274 words) - 21:18, 1 December 2006
  • ; name WeaponName : The name of the arena [[Legacy:Weapon (UT)|Weapon (UT)]]'s class. ; name AmmoName : The name of the arena weapon's [[Legacy:Ammo (UT)|Ammo (UT)]] class. Use 'NullAmmo' (or any other non-exis
    3 KB (421 words) - 10:53, 8 February 2008
  • [[Legacy:UnrealScriptedSequence|UnrealScriptedSequence]]s and [[Legacy:Trigger Systems|Trigger Systems]] are some means of automating * A complete list of [[Legacy:ScriptedAction|ScriptedAction]]s.
    7 KB (972 words) - 06:56, 8 January 2011
  • ...F|CTF]] game code has a major bug concerning [[Legacy:Pawn (UT)|Pawn (UT)]]s without a [[Legacy:PlayerReplicationInfo|PlayerReplicationInfo]] like Unrea '''ProjectX:''' I think we should put all of the sections of the actor's properties in pages like this, because people will know what they are, yes,
    1 KB (203 words) - 12:25, 16 September 2002
  • ...lution I've put above. Mych said he might work on something but I think he's very busy at the moment. '''EntropicLqd:''' Since Tarquin's comments seem to have vanished ... If you find you need to replace an exist
    19 KB (2,280 words) - 05:05, 19 May 2007
  • * The Mover's Events -> Tag * The Actor's Movement -> AttachTag
    6 KB (1,085 words) - 15:27, 10 February 2010
  • : Here's your official "welcome to the wiki" cookie. Hope I don't sound like I'm ran
    654 B (83 words) - 21:26, 13 January 2005
  • ...Browser. Then in one of the [[Legacy:UnrealEd Viewport|UnrealEd Viewport]]s, do: ...currently selected Actor. Note that this window isn't a dialog box, there's no "OK" button: changes to properties affect the actor immediately. More: [
    6 KB (889 words) - 10:46, 20 September 2008
  • ...ly if the Pawn's <tt>bIsPlayer</tt> property is <tt>True</tt> and the Pawn's <tt>ReducedDamageType</tt> property is not 'All'.<br /> When building the list of armor items ''every'' item in the Pawn's inventory list is checked even if its <tt>bIsAnArmor</tt> is <tt>False</tt>
    4 KB (659 words) - 17:10, 28 May 2002
  • ...on it by clicking the square blue button in the [[Legacy:Toolbox|toolbox]]'s CSG operations group. ...sets the flags automatically for certain predefined types. (Note that it's absolutely possible to create exactly the same effects by manipulating a re
    3 KB (429 words) - 06:57, 26 November 2006

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