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- This is a [[:Category:Legacy Basic Procedure]] tutorial. <nowiki>[[Legacy:Create A Subclass|Create A Subclass]] of the ClassX, eg "MyClass" in [[Legacy:MyLevel|MyLevel]]</nowik5 KB (754 words) - 14:16, 11 April 2006
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- This tutorial discusses attaching actors to a mover and assumes you already know about: * [[Legacy:Create A Mover|Create A Mover]]6 KB (1,085 words) - 14:27, 10 February 2010
- ...ntingArrowSpawner. Put it in your map at the desired location, then set up a [[Legacy:Trigger|Trigger]] so that the CountingArrowSpawner is activated wh ...arrows then stops, use this script. See [[Legacy:Create A Subclass|Create A Subclass]] for instructions.2 KB (284 words) - 07:23, 8 June 2002
- ...Legacy:Invasion|Invasion]] gametype. For a tutorial on using UT Monsters, a subclass of [[Legacy:ScriptedPawn|ScriptedPawn]], see [[Legacy:Basic Script This tutorial assumes you know how to [[Legacy:Create A Subclass|Create A Subclass]].24 KB (3,321 words) - 10:17, 22 September 2006
- ...icleDemo". This is a Karma based vehicle (KVehicle). It is equipped with a homing rocket launcher. ...does not contain the proper code to navigate. While you are able to spawn a Bulldog from other Vehicle Factories and enter it, players will be unable t12 KB (1,464 words) - 03:51, 20 February 2006
- This is a tutorial on UScripting a custom AI. ...concentrate purely on the AI that drives its behavior. We will start will a comprehensive behavior design before coding the elements and constructing t67 KB (8,400 words) - 20:20, 3 February 2006
- ...st a few lines of UnrealScript, and it even works. Also note that setting a path node's ''ExtraCost'' to anything less than said 100,000,000 doesn't re ...[[Legacy:Create A Subclass|Create A Subclass]] explains how to add this to a map.1 KB (168 words) - 00:55, 18 November 2007
- ...know, everything is the same for Weapons as TournamentWeapons (except for a few things like replication.) ==Creating a new TournamentWeapon==9 KB (1,488 words) - 22:33, 24 March 2008
- ...ientMaterialTrigger class triggers [[Legacy:Material|Material]]s just like a [[Legacy:MaterialTrigger|MaterialTrigger]]. The important difference is: Th The MaterialTriggerReplicationInfo is a helper class to replicate trigger events to network clients.8 KB (635 words) - 10:06, 18 November 2007
- This is a [[:Category:Legacy Basic Procedure]] tutorial. <nowiki>[[Legacy:Create A Subclass|Create A Subclass]] of the ClassX, eg "MyClass" in [[Legacy:MyLevel|MyLevel]]</nowik5 KB (754 words) - 14:16, 11 April 2006
- ...r to itself. What I'm going to focus on is how to link a control point to a capture volume and, using the two, get it to display icons onto the HUD. * [[Legacy:Create A Subclass|Create a subclass]] in UnrealEd for each of the following scripts,10 KB (1,368 words) - 10:01, 18 November 2007
- ...eriment, I think this will write and read pretty easily for me. Generally a horizontal rule between paragraphs means that the second one was written so ...u meant higher as in greater, as in more distance between the shots, as in a slower rate of fire. Or do I not understand the gameplay mechanic you're u20 KB (3,507 words) - 02:46, 5 August 2003
- ...affected by players touching it. However, it is generally advisable to put a dispatcher near to the trigger that it will be triggered by or the actors t ...case if there's a match). If you wish to make more than 8 events, link in a second dispatcher.<br />Gaps in the list are ignored.5 KB (783 words) - 20:03, 1 October 2016
- This special [[Legacy:Teleporter|Teleporter]] class deactivates for a short time after someone used it to prevent the bots from telefragging othe ...class has been tested offline only. See [[Legacy:Create A Subclass|Create A Subclass]] and [[Legacy:Embedding Code|Embedding Code]] for how to use this5 KB (728 words) - 15:07, 18 November 2007
- ...class has been tested offline only. See [[Legacy:Create A Subclass|Create A Subclass]] and [[Legacy:Embedding Code|Embedding Code]] for how to use this local Actor A;5 KB (574 words) - 14:43, 25 November 2006
- ...dd resources to [[Legacy:Package|package]]s that come in a base install or a bonus pack of any [[Legacy:Unreal Engine|Unreal engine]] game such as [[Leg Each time a package is compiled, a checksum is generated. When playing over a network, the packages on the server are compared against the packages on th2 KB (337 words) - 12:17, 27 September 2013
- This tutorial was made to show you how to make a ''basic'' Damage Type in [[Legacy:UT2004|Unreal Tournament 2004]]. Lets just say you wanted a kill zone in your map but none of the damage types gave quite the right eff3 KB (439 words) - 17:57, 16 July 2004
- ...a description of what it actually does is required here... ...Because of the way it is scripted, it cannot be retriggered. See below for a fix.4 KB (573 words) - 05:19, 19 November 2007
- ...t from being neater, that'll make a much more professional appearance than a cluttered .zip file. ...ing code makes only sense for small code packages, and if being able to do a centralized update of the code package is not an issue.12 KB (2,037 words) - 16:26, 20 September 2007
- // A special trigger devised for the ElevatorMover class, since // triggers it, it sends a message to the ElevatorMover with the desired2 KB (220 words) - 05:18, 19 November 2007
- '''Note:''' If you create a subclass of [[Legacy:GUIPage|GUIPage]] you must have '''bAllowedAsLast''' s ===Using GUIPage To Make a GUI===6 KB (903 words) - 04:40, 24 March 2009