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- #putting down the old weapon #bringing up the new weapon2 KB (312 words) - 10:07, 15 August 2002
- * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Firing A Weapon]] * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Switching To Another Weapon]]1 KB (161 words) - 01:00, 7 April 2006
- ...a higher than normal jump using the [[Legacy:ImpactHammer|Impact Hammer]] weapon. ...). This makes the object harder to get because it takes more time to do a weapon assisted jump and also because damage is taken by the player doing the jump2 KB (318 words) - 22:10, 10 March 2004
- ...haracters are holding the gun, perhaps on the pawn that might be using the weapon. I can't seem to find a good page explaing (this is my first mutator ever) ...sting mutator code that makes somthing happen when the player is holding a weapon, so I've got nothing to experiment with.51 KB (8,829 words) - 09:53, 3 May 2008
- ; bool bHideWeaponName (globalconfig) : Hides the name of the weapon the player just switched to.8 KB (1,199 words) - 11:01, 16 November 2004
- * [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Firing A Weapon]] * [[Legacy:Weapon Mutator Tutorial|UTute3: Making a Weapon Mutator]]496 B (59 words) - 01:00, 7 April 2006
- [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Firing A Weapon ...arameters, it's much harder to figure out the chain of events that cause a weapon to get fired. The reason for this is twofold: first, much of the actual fl6 KB (820 words) - 15:29, 2 March 2010
- ...nction. This all means we're going to have to do a little work to make the weapon bot-friendly. ==Weapon Functions==6 KB (923 words) - 10:49, 1 May 2005
- ===The Weapon class === We need to modify each weapon that is supposed to be unlagged, so we need a new weaponclass. Should we ne18 KB (2,367 words) - 07:51, 11 April 2006
- ...y.)<br>Also, all sorts of other information need to be documented as well. Weapon sheets and descriptions, game and front end flowcharts, etc. Otherwise the7 KB (1,313 words) - 17:06, 6 December 2009
- ...lping out LotS for a while, and now I'm just doing a bit of extra gametype/weapon programming. [http://plasmaworks.com/vt Vanguard Tactics]: Also doing weapon/gametype programming, but more in depth.943 B (144 words) - 23:40, 18 January 2004
- ...especially in a ship. Making them decide between flying a ship, shooting weapon turrets, boarding an enemy ship, outfitting ships... It's possible. In fac17 KB (3,059 words) - 21:35, 17 February 2004
- ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]]. ...ed it is the one who's firing, it unpauses the level but does not fire the weapon.1 KB (218 words) - 11:40, 8 August 2005
- ..._Tutorial|Weapon_Mutator_Tutorial]] where presumably one creates a Minigun weapon that causes splash damage, but found that it didn't work, or at least not w ...for the most part. The most difficult issue I encountered in creating this weapon is that when playing on a dedicated server, the explosive hit-effects I had11 KB (1,298 words) - 17:30, 22 July 2007
- ...ou have already read the first tutorial, [[Legacy:Basic Weapon Class|Basic weapon class]]. If you haven't, it provides an analysis of the Fire and AltFire fu ...the kind of projectile that was fired, and that this was true for every UT weapon. So when I looked at the ShockRifle code, I was surprised to find that the4 KB (528 words) - 15:02, 6 February 2008
- ...ctor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]] >> ImpactHammer}} ...wned with by default in UT. The ImpactHammer can be used either as a melee weapon or to perform [[Legacy:HammerJump|HammerJump]]s.427 B (60 words) - 19:59, 29 August 2002
- ; bool bTossedOut : True if weapon or inventory was tossed out (so players can't cheat w/ weaponstay) ...tweaking weapon positioning. Pass in a new relativerotation, and use the weapon editactor properties sheet to modify the relativelocation5 KB (715 words) - 18:21, 26 January 2007
- ...it's original size. I could hit it anywhere on it's plane with a hitscan weapon, and the glass would shatter. However, hitting it with a projectile with a foreach Weapon.VisibleCollidingActors(class'Actor', Victims, DamageRadius + 200, HitLocati33 KB (4,858 words) - 00:51, 9 June 2007
- |<code>Engine.Weapon</code> |[[Legacy:Weapon (UT)|Weapon (UT)]] subclass12 KB (1,794 words) - 01:44, 10 June 2011
- ...: Called right after the level is rendered but before the HUD, 1st person weapon, etc. are drawn.6 KB (943 words) - 21:37, 4 August 2007