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  • * The weapon balance is much improved over the original UT, and I find myself using a fa .... Also, your health and armour are not co-located. If you are carrying a weapon and don’t have it selected you can’t tell how much ammunition you have
    13 KB (2,336 words) - 10:08, 5 November 2003
  • ...it up so it could be Spawn()'d easily. I borrowed and tweaked the "throw weapon" code in order to ensure that the jump pad went in the right direction and ...ingle player UT2004 game. Not sure why other than it's a lot of fun. The weapon balance is massively improved and I'm using a fair greater variety of weapo
    56 KB (10,109 words) - 09:44, 28 December 2007
  • ;* 3: ([[Legacy:UT2003|UT2003]]) LODSET_WeaponSkin – used for weapon textures '''computergod666:''' I'm trying to create a weapon type using the ASMD mesh from Unreal (for UT). I have all the code OK. Will
    14 KB (2,119 words) - 17:25, 24 June 2013
  • ...(UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> Enforcer (Package ...gacy:Minigun2|Minigun]]. Technically the Enforcer is '''not''' the default weapon, it's just spawned in the [[Legacy:DeathMatchPlus|DeathMatchPlus]].AddDefau
    852 B (111 words) - 01:35, 28 May 2003
  • ...y scripted elements such as the Redeemer explosion, the swirly lights over weapon bases, and the Ion Cannon explosion and beam.
    5 KB (645 words) - 03:00, 26 November 2010
  • A further complication is added by the fact that actually firing a weapon is handled by another class derived from WeaponFire, so I had to modify tho ...look a lot like using the Arena mutator with Rocket Launcher as the chosen weapon, because the InstaGib version of the rocket launcher
    8 KB (1,483 words) - 06:14, 11 December 2004
  • ...'s actually going very well, but I just don't have time to code up so many weapon classes for this. Anyone who wanted to help would of course be welcome to, ...and consumes mana to do it. I then couldn't be bothered to code up another weapon, so I changed the secondary fire from precisely identical fireballs to the
    7 KB (1,276 words) - 02:48, 5 August 2003
  • ...dildo... it has to be purple..." Sooo, sever rolled up a model and I did a weapon mod based off of the biorifle. There're some things I'd like to be differen
    2 KB (418 words) - 08:06, 3 May 2003
  • ...e only map listed for my gametype. As soon as one of my artists gives me a weapon model, I'll look to shove that in as well. As I'm sure people far more know ;# What's the easiest way to add a new weapon and get it 'in game'?
    4 KB (639 words) - 13:50, 10 October 2003
  • ...players out of six connected, and it knows about their currently selected weapon, their current ammunition count, their current health, powerups, and any ot
    8 KB (1,401 words) - 02:22, 28 November 2005
  • * that Pawn's selected [[Legacy:Weapon|Weapon]] and SelectedItem ([[Legacy:Inventory|Inventory]])
    4 KB (593 words) - 02:29, 18 October 2008
  • ...t one fire (the fire ofcourse will hurt people). It's quite an interesting weapon to create, with some interesting implementation issues to solve. So I will
    37 KB (6,710 words) - 00:32, 7 April 2006
  • ...or a particular weapon. Example: Dude must fill up his petition clipboard "weapon" with signatures to complete an errand on Tuesday. ; var() name InvClassName : Weapon class that needs to have its ammo maxed out.
    608 B (72 words) - 23:13, 16 October 2004
  • * [[Legacy:Weapon|Weapon]]
    2 KB (301 words) - 05:21, 19 November 2007
  • * Unreal Weapon & Character Design
    657 B (84 words) - 21:31, 12 January 2008
  • Status: Incomplete Functionality. Feel free to help me finish this weapon! ...ng engagement ranges and the interaction of biogoo with vehicles makes the weapon subpar.
    13 KB (1,142 words) - 22:47, 25 October 2007
  • ...lasma Gun, for the use of wall climbing see: [[wp:DeFRaG#Weapon_techniques|Weapon Techniques]].
    17 KB (2,479 words) - 12:34, 25 September 2013
  • ...omewhere around useless, and definitely misleading. It is called when the weapon swings, rather than when damage is done. (to achieve knowing when damage is ...ters, that can be injected into a weapon, as the function that creates the weapon and gives it to a player is private, and can't be overridden. Therefore, o
    13 KB (2,154 words) - 09:53, 29 November 2009
  • ...does at least, after overriding quite a bit of code, manage to notify the weapon that is being switched from that it needs to be PutDown(). The -proper- way ...in contact with. not difficult at all. i probably need some sort of foot weapon, to come from underneath it though to get it some lift.
    22 KB (3,790 words) - 22:34, 23 January 2007
  • Status: Finished. Feel free to use code derived from this weapon, but please provide credit to me in the comments and/or ReadMe file of your ...ctive anti-vehicle weapon and reduce its effectiveness as an anti-infantry weapon.
    9 KB (789 words) - 23:06, 4 November 2007

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