I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

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  • ...o prevent spawn killing in AS games. It is an abstract class, so one of it's two subclasses must be used (see below), based on weather the sentinel is a ...IdleOpened()(simulated) : Plays the animation of the sentinel idling in it's active, "open position".
    5 KB (603 words) - 16:02, 31 December 2006
  • ...e Monsters are spawned at random [[Legacy:NavigationPoint|NavigationPoint]]s around the map and attack the players in increasingly aggressive waves. ...Monster in an xTeamRoster. ''(RedTeam's Size is incremented although there's no valid player added and extra BlueTeam memebers are the result)''
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...ldLocation() (simulated) : Return world location of crosshair's == vehicle's focus point
    7 KB (741 words) - 19:12, 8 April 2006
  • ...] macro that updates indexes of selected defaultproperties array items. It's handy when you reorder array items and dont want to upddate the index numbe
    2 KB (177 words) - 08:13, 15 August 2006
  • ...ave it extend the Combo class. This way, we gain access to the Combo class's functions and member variables. These will help us in creating our own adre
    7 KB (1,072 words) - 12:44, 6 May 2009
  • ...ppropriate objective and delivered to an ASOBJ_EnergyCore_Delivery once it's activated, the player will be left with an uncompleteable objective: there
    2 KB (263 words) - 16:08, 27 December 2006
  • [scatter bomb, when it's hit by enemy fire it splits into smaller shells that do moderate damage
    3 KB (572 words) - 17:30, 19 June 2007
  • ===TriggeredFunction(s):=== ...essSentinel2.<br />Now place a trigger to a known place of you, and set it's event to SpawnProgressSentinel1 (make sure that you can see both the sentin
    2 KB (284 words) - 14:48, 7 February 2008
  • Based off of the Hellbender, here's the easiest way to make an Amphibious vehicle (that I've found...)
    2 KB (149 words) - 02:38, 11 November 2007
  • If this useage of BuF's wiki is not accepted by the admin I will probably move it elsewhere.
    4 KB (586 words) - 12:28, 27 February 2008
  • So let's see if I can (and will) collect some infos here that might help others :-) '''LegalAssassin''' noted: It's FUBAR, Fücked Up Beyond All Recognition/ Legal ;)
    1 KB (226 words) - 03:44, 5 August 2003
  • Like the rest of the site, it's under constant development. If you are a beginner and do not find these pag * [[Legacy:Zone Portal|Zone Portal]]s and making zones
    3 KB (480 words) - 06:58, 26 November 2006
  • ...d of. It is automatically created by the [[Legacy:UT_BioRifle|bio rifle]]'s [[Legacy:UT_BioGel|projectiles]] where they hit the ground and keeps bots f A BioFear's [[Legacy:Actor (UT)/Collision|CollisionRadius]] is initially 200 world unit
    1 KB (169 words) - 12:47, 15 November 2009
  • ...setting an ''ExtraCost'' value of precisely 100,000,000 in the BlockedPath's properties. However, a BlockedPath can be unblocked simply by [[Legacy:Trig
    1 KB (141 words) - 01:54, 18 November 2007
  • ...es the [[Legacy:Surface Flags (UT)|Surface Flags (UT)]] for all this brush's surfaces. This is set on brushes made with the [[Legacy:Add Special|Add Spe ...g to see if it's possible to pre-merge polys in the building process... it's not, but if anyone from Epic reads this, please nudge Warren, I think it wo
    6 KB (867 words) - 01:59, 7 April 2006
  • This is the base class for [[Legacy:UnrealEd|UnrealEd]]'s [[Legacy:Brushbuilders|Brushbuilders]] (mappers should read that page for i The brushbuilder buttons that appear in UnrealEd's [[Legacy:Toolbox|toolbox]] are generated by subclasses of this base class.
    9 KB (1,334 words) - 09:14, 1 September 2005
  • ...th a mini drop-down menu (true/false and [[Legacy:Enumeration|enumeration]]s) can be advanced to the next option by double-clicking the parameter name o ...to make [[Legacy:Making Windows|glass]], [[Legacy:Zone Portal|zone portal]]s etc. For more complex shapes, use the [[Legacy:2D Shape Editor|2D Shape Edi
    6 KB (828 words) - 07:01, 26 November 2006
  • ...esnt work at all or clips in the wrong place: this is to do with the brush's current scaling or rotation.
    5 KB (897 words) - 16:22, 6 April 2004
  • ...leave it unchecked, because you can always do this later yourself once it's added by doing [[Legacy:Brush Context Menu|Brush Context Menu]] -> Polys -> ...they do but perhaps someone who does could fill this in... '''Bean:''' It's best to not merge faces and to change it to a nonsolid using the radio butt
    3 KB (443 words) - 02:27, 5 August 2004
  • ...ou rebuild, you'll see everything come back the way it was, except that it's now inside your newer, larger open area!
    4 KB (670 words) - 11:19, 25 November 2006

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