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- ; DoneReloading( DeusExWeapon weapon ): ; Reloading( DeusExWeapon weapon , float reloadTime ):24 KB (2,192 words) - 19:35, 28 November 2006
- *'''Weapon 1''' - Description and details about the ranges, firing method, purpose, da *'''Weapon 2''' - Description and details about the ranges, firing method, purpose, da9 KB (1,541 words) - 17:56, 10 March 2004
- ...hread.php?s=513aa85442de33e028645a2ee0b89972&threadid=326876 Thoughts on a weapon selector switch]8 KB (1,108 words) - 12:23, 19 August 2005
- ...tator''' → Exposes internal settings for all built-in weapons. Alter weapon damage, ammo consumption, blast radii, projectile velocity...2 KB (339 words) - 12:15, 31 August 2004
- first off the miltary sniper. Its a conventional bolt action one shot weapon that requires you to draw back the bolt after each shot. in Multiplayer tho drones and complement them with a heavy weapon. After disconneting (or connecting, whatever) the two tower7 KB (1,375 words) - 09:22, 19 April 2006
- ...(DX)]] >> [[Legacy:Inventory (DX)|Inventory (DX)]] >> [[Legacy:Weapon (DX)|Weapon (DX)]] >> DeusExWeapon}} ===What does it do the original [[Legacy:Weapon|Weapon]] doesn't?===7 KB (965 words) - 06:42, 9 November 2005
- ...idea is that the starship is a 'Gunship', a ship designed around a massive weapon with one purpose in mind. I have temporarily halted work on Gunship so that3 KB (527 words) - 16:39, 5 December 2008
- g = Weapon.Spawn(class'xShockProjectile', instigator,, Start, Dir); Weapon.GetViewAxes(X,Y,Z);11 KB (1,085 words) - 15:34, 15 April 2006
- * death and suicide messages based on the weapon or projectile that caused the death {{classbox|[[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> [[:{{SUBJECTSPACE9 KB (1,057 words) - 06:54, 19 November 2007
- ...can be spawned properly in game. This would apply to projectiles in custom weapon types etc.12 KB (2,037 words) - 16:26, 20 September 2007
- ==Weapon Declaration In EnhancedItems-based Mods == |<code>Engine.Weapon</code>4 KB (525 words) - 05:23, 19 October 2003
- | | +- [[Legacy:Weapon (UT)|Weapon (UT)]]5 KB (366 words) - 03:18, 17 November 2009
- * death/suicide messages for projectiles (independant from weapon) |Weapon used to make the kill (not the weapon held while making the kill!)11 KB (1,442 words) - 06:56, 19 November 2007
- ...(UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> EnhancedWeapon (P ; bool bDropEffects : Whether the weapon should drop some visual effects to increase game performance.11 KB (1,481 words) - 06:56, 19 November 2007
- ; bool bIsSuperWeapon : This ammo belongs to a super weapon.3 KB (451 words) - 06:55, 19 November 2007
- ...MultiItem emulation for weapons when the "Weapons Stay" option (aka. coop weapon mode) is enabled. (recommended)7 KB (946 words) - 07:03, 19 November 2007
- ...nverter]] if a Chaos UT MultiItem is found. Otherwise makes sure the Arena weapon and ammo types are not removed.2 KB (295 words) - 06:55, 19 November 2007
- ; bool bReplaceWeapons : Replace Unreal [[Legacy:Weapon|Weapon]]s with their corresponding UT [[Legacy:TournamentWeapon|TournamentWeapon]]3 KB (334 words) - 06:55, 19 November 2007
- * can draw on HUD before and after weapon is drawn (only if an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedWeapon]] ...ayerPawn, string aClassName, optional bool bBringUp) : Gives the specified weapon to a player.9 KB (1,141 words) - 06:56, 19 November 2007
- ...d his selected weapon (fixes the jumpboots bug when using speed relic; the weapon must be an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EnhancedWeapon]] to support * weapon affector chain to allow more than one item to affect a weapon (use ''FireFunction()'' and set ''bFireEffectLast'' to true or false instea8 KB (1,136 words) - 14:11, 12 February 2008