Cogito, ergo sum

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  • 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 ...a modification of the UT2004 ONS Grenade Launcher intended to improve the weapon's usefulness in a variety of situations.
    10 KB (841 words) - 00:10, 5 November 2007
  • ...ipFire; // If true, it ignore this shot and pass it to it's linked weapon var bool bFiresRight; // If true, this weapon will eject shells to the right instead of the left
    16 KB (1,240 words) - 14:25, 8 February 2008
  • ...in combat, aiming and firing at opponents, deciding when to pick up a new weapon, and so on. Since combat is the core gameplay dynamic in most FPS games, th ...e for all combat-related tasks, such as selecting an opponent, selecting a weapon, maneuvering, firing, and searching for additional weapons and ammo.
    8 KB (1,342 words) - 06:28, 11 October 2006
  • ...tical database), and the current tactical situation (the AI agents health, weapon, ammo, and location, plus the values of those characteristics for all of it Finally, there?s the weapon-firing problem. Most FPS weapons are high-velocity ranged (or hit-scan) wea
    8 KB (1,276 words) - 01:00, 7 April 2006
  • This example is useful for a grenade style weapon, such as, well, grenades FlashEmitter = Weapon.FireMode[0].FlashEmitter;
    2 KB (192 words) - 16:46, 13 June 2004
  • ...ng where several small classes need some logical association. (IE a simple weapon mutator where default properties must be changed in 4 different classes, bu
    8 KB (1,406 words) - 11:41, 24 December 2007
  • I will try to make a path through the many calls of shooting a instant hit weapon. More specifically, a Shock Beam Rifle. ...e|ShockRifle]], and the [[Legacy:SniperRifle|SniperRifle]]. An instant hit weapon is the one that have no projectiles and you cannot dodge its shots once the
    4 KB (665 words) - 18:50, 22 January 2006
  • ...prevents access nones from appearing when the player does not have a valid weapon. Similar error checking code should be introduced in any code you write. if( Weapon!=None )
    5 KB (790 words) - 19:58, 9 January 2004
  • ...edesign all of their ships if they wanted to change some of the stats of a weapon or something. So now, ship designs just reference the components they are m ...ent of the ship being fired upon, and of course the muzzle velocity of the weapon. The trick, however, seems to be that by adjusting the aim to lead the targ
    130 KB (23,327 words) - 11:37, 2 September 2005
  • ...anyway. With high speed rockets it may be useful as an alternative sniper weapon. ...could freeze gameplay and trace a line (barring inaccuracy inherent in the weapon) to predict where the shot would land. Basically it's just eye candy. The s
    177 KB (31,705 words) - 03:34, 28 May 2005
  • ...k you on sight if they have a weapon, or run from you if they don't have a weapon
    7 KB (918 words) - 23:50, 16 October 2004
  • ...n how implement the complete mutator, see [[Legacy:Weapon Mutator Tutorial|Weapon Mutator Tutorial]] for example.
    5 KB (640 words) - 23:52, 17 July 2006
  • ...houldViewShake : ''True'' the weapon will shake the view and ''false'' the weapon will not shake the view. ...nThrowing : ''True'' if the [[Legacy:Pawn|Pawn]] is allowed to throw their weapon and ''false'' if they are not allowed to throw their weapons.
    34 KB (4,705 words) - 12:54, 7 April 2008
  • ; bool bClassicDeathmessages : Weapon deathmessages if false. ; class<[[Legacy:Weapon (UT)|Weapon (UT)]]> DefaultWeapon : Default weapon given to player at start.
    18 KB (2,544 words) - 09:38, 31 December 2016
  • ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]]
    3 KB (554 words) - 17:22, 17 December 2005
  • ===Weapon is Fired (non-projectile)=== ===Weapon is Fired (projectile)===
    4 KB (675 words) - 10:03, 13 November 2005
  • If your opponent is at 30 health, using the first and then the second weapon will result in 3 seconds rather than four to kill it, despite the better ra ...isible, the second is an instantfire weapon, and the third is a projectile weapon. Now we can say:
    19 KB (3,481 words) - 21:26, 2 December 2005
  • ...(including ONSVehicle), but of course, is a thundering mecha with multiple weapon systems available to one pilot. I've seen other mods replace player models ...lly sure why yet, though, since these functions work fine when attaching a weapon derived from '''Inventory''' (e.g. '''ShockRifle''', etc). Btw, the vehicl
    8 KB (1,338 words) - 23:10, 1 January 2008
  • Basically we go through Engine.[[Legacy:Weapon (UT)|Weapon (UT)]] and Botpack.[[Legacy:TournamentWeapon|TournamentWeapon]] here and ha When a [[Legacy:PlayerPawn|PlayerPawn]] wants to fire his weapon he executes his Fire (or AltFire) function which in turn calls the [[Legacy
    5 KB (808 words) - 10:04, 25 December 2002
  • ** [[Legacy:Weapon (UT)|Weapon (UT)]].SpawnCopy **** (weapon goes to state 'Idle2')
    1 KB (144 words) - 06:00, 19 July 2002

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