Mostly Harmless

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  • ...t the player explore, have fun, progress, and make the player feel like he's accomplished something at the end of it. * good use of monsters MonsterSpawner's - for example: don't spawn too many too difficult monsters
    5 KB (879 words) - 12:50, 8 February 2008
  • ...th a mega queen in the bottom, not some loppy rockthrowers, The bridge bit's elevators are seriously broken, and the door for the "SURROUNDED" section i ...thinking of a way I could script the balrog to step on the bridge when he's out of health to fall to his demise. And SniperSkraaj with arrows, and anot
    11 KB (2,075 words) - 07:34, 19 February 2009
  • ...acent player spawns to the main one, all you do is increase the main spawn's radius so that the game calculates the adjacent ones. Great simplification * fixed the bot's PRI
    12 KB (2,086 words) - 18:21, 13 July 2004
  • ...dminLogin function and comparing the given password with the AccessControl's admin password. If successful, the bAdmin value is set to true. ...s the [[Legacy:GameInfo|GameInfo]] to kick and ban the player specified by S.
    2 KB (335 words) - 13:19, 15 October 2004
  • ...owning the actor to the server, similar to replicated function calls. That's why Unreal engine 1 replication conditions always check the Role. In Unreal
    4 KB (629 words) - 06:35, 7 March 2011
  • Now what's going on here, is that the client is going to change SomeIMportantValueTheC ...notify server is going to be called on the ServerMachine, both because it's non-simulated, so it can't execute on the client, and because we are replic
    4 KB (568 words) - 23:09, 7 January 2016
  • ...GameObjectives have a CriticalObjectiveVolumeTag which matches this volume's Events->Tag. Then whenever an attacker enters this volume, those objective ...GameObjective|GameObjective]]s by matching this Tag with the GameObjective's <tt>CriticalObjectiveVolumeTag</tt> property.
    3 KB (444 words) - 11:56, 16 December 2005
  • With all that having been said, let's get on to the good stuff. This tutorial is organized in a series of sectio ...second type of objective, handling map progression, and what to do when it's all over.
    5 KB (797 words) - 07:23, 13 August 2007
  • So, that having been said, here's a few questions you'll want to answer before you start: ...ise and tweak some things here and there as you're building the map. That's a natural part of the building process too.)
    15 KB (2,732 words) - 13:00, 21 November 2004
  • ...off of all kinds of things so even if you're not in direct sunlight there's still some light. This will keep the shadows from being pitch black and ma # Now that we have all the basic BSP in place for the base, it's time to fiddle with textures. Adjust the scaling and position so that they
    16 KB (2,720 words) - 04:56, 2 July 2006
  • * It's a [[Legacy:GameObjective|GameObjective]]. GameObjectives do several things ...ther one (generally, one that looks like a blown-up version of whatever it's supposed to be).
    15 KB (2,465 words) - 19:35, 13 January 2005
  • Now it's time to set up how we're going to get players into this nice map of ours. It's important to note here that you want to have at least as many PlayerSpawns
    9 KB (1,604 words) - 08:36, 5 June 2007
  • ...u've got a basic network down, and checked it to make sure that everything's reachable and all the other standard [[Legacy:Bot Pathing|bot pathing]] iss ...AssaultPaths may already be familiar to you, but in case they aren't, here's a quick summary:
    14 KB (2,365 words) - 05:29, 31 January 2007
  • ...hrough the doorway and ...off the edge of the world. Hmm.. Looks like it's time to build the rest of our map, huh? ...egy to a game when there's more than one way to reach an objective, so let's build our base symmetrically, with a path on either side leading to a centr
    23 KB (3,803 words) - 11:44, 15 July 2006
  • ...'s been shown here when you're putting together your own maps. Well, here's some possibilities: ...The obvious use for these is doors, of course, but keep in mind that there's a lot of other things that can be destroyed, and a lot of ways to destroy s
    10 KB (1,726 words) - 22:06, 19 June 2006
  • That's about it for setting up a basic vehicle, there is a list of other propertie
    8 KB (1,410 words) - 05:11, 31 January 2007
  • ...o move the focus. The numbers are all in [[Legacy:Unreal Unit|Unreal Unit]]s. ...d Interface|UnrealEd Interface]] &ndash; a complete reference for UnrealEd's menus, windows and buttons.
    5 KB (898 words) - 23:13, 10 September 2006
  • ...being triggered, and the cost only applies to [[Legacy:Bot (UT)|Bot (UT)]]s on the attacking team.
    929 B (129 words) - 14:34, 11 April 2015
  • ...ey are defined in [[Legacy:Game Ini File|Game Ini File]] (ie: in UT2004 it's UT2004.ini).
    2 KB (335 words) - 20:58, 15 September 2005
  • ...n actor to your map, it snaps to the grid without you having to go into it's properties and change it every time you add it, you can make actors snap to [[Image:Legacy_SaveButton.jpeg|right|The button to save the actor's default properties]]
    3 KB (536 words) - 10:43, 24 October 2005

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