Mostly Harmless

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  • ...ault property ''ControllerClass'' is set to my CreepController class. This controller class is a subclass of AIController and simply has two states, one for Idle
    4 KB (680 words) - 02:53, 5 August 2003
  • ...iptedTriggerController|ScriptedTriggerController]] TriggerController : The Controller for this ScriptedTrigger.
    9 KB (1,478 words) - 16:54, 10 March 2010
  • ; [[Legacy:Controller|Controller]] SquadLeader : Leader of this squad. Can be either a human player or a bo ; NotifyKilled( [[Legacy:Controller|Controller]] Killer, [[Legacy:Controller|Controller]] Killed, [[Legacy:Pawn|Pawn]] KilledPawn ) : Called by the [[Legacy:GameIn
    9 KB (1,238 words) - 19:24, 15 November 2006
  • ...acy:PlayerController|PlayerController]]. One of the superclasses of my new controller (which in itself was a subclass of [[Legacy:PlayerController|PlayerControll
    22 KB (3,577 words) - 03:18, 18 July 2009
  • ...al AI scripts for pawns placed in a level, and to change which type of AI controller to use for a pawn. AIScripts can be shared by one or many pawns. Game spec ; SpawnControllerFor( [[Legacy:Pawn|Pawn]] P ) : Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) It immediately c
    5 KB (709 words) - 07:53, 3 July 2007
  • *You shouldn't be replacing the '''default''' player controller or movement state–once the mutator is used, players(not bots!) will b
    12 KB (1,750 words) - 15:04, 6 April 2006
  • ...[[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:AIController|AIController]] >> ScriptedController}} ; Controller PendingController : controller which will get this [[Legacy:Pawn|Pawn]] after scripted sequence is complet
    8 KB (1,011 words) - 08:19, 11 December 2005
  • ...the player may be left in limbo when the SceneManager attempts to have the Controller re-possess a non-existant Pawn.'''''
    5 KB (667 words) - 17:53, 5 February 2009
  • ...animations, and I've already created my own game type, with my own player controller and pawn. Great! ...gacy:Solid Snake/CustomControllerInRoboBlitz|How to create your own custom controller in RoboBlitz]]
    2 KB (360 words) - 18:33, 17 July 2007
  • //assign our controller class through the default properties And our last class will be the Controller class where we will make a subclass of the xBot class.
    8 KB (1,239 words) - 17:36, 17 August 2007
  • local Controller C; ...tTimer is reached. It creates a local Controller variable and checks every controller until it finds a Pawn (i.e. Player). When a Pawn is found its health is set
    14 KB (2,050 words) - 21:55, 3 April 2007
  • .... I know the information is compiled from a variety of actors; I suspect, Controller, Pawn, Bot and Weapon.
    2 KB (307 words) - 08:15, 27 May 2007
  • {{classbox| [[Legacy:Postal 2|Postal 2]] :: [[Legacy:Controller|Controller]] >> [[Legacy:AIController|AIController]] >> ScriptedController (P2)}}
    701 B (72 words) - 21:33, 27 May 2004
  • ...ain how my shadow controller is spawned, you must also destroy your shadow controller appropriately when the pawn is destroyed, hide it when in vehicles, etc. F // set the location of the controller, for light detection purposes
    33 KB (4,379 words) - 03:47, 26 July 2009
  • ...he pathing functions were in the Controller, but they wouldn't work if the Controller did not have a Pawn in its' possession, so that was the first mountain I ha
    28 KB (5,270 words) - 17:03, 4 February 2007
  • ==How to create your own controller in RoboBlitz== And there we have it. You now have your own custom class as the player controller. I know this is a very brief tutorial, and it does rely on you having a lot
    3 KB (483 words) - 22:04, 1 February 2007
  • ...be still in place and works in the same way. You create a pawn, then get a controller to possess it.
    10 KB (1,597 words) - 03:24, 9 December 2008
  • ...to my previous tutorials, and all it does is that it spawns my own player controller. However, if the map requested was RBArenaHub, it would return the default
    19 KB (3,347 words) - 09:53, 26 April 2010
  • ===Adding your first Blend Controller=== ...ferent states depending on the pawn's speed of movement. Depending on your controller setup, you may want to use either the acceleration or velocity (which is us
    12 KB (2,023 words) - 22:23, 1 February 2007
  • ...e is accepted by the engine it will call the following event in the player controller
    10 KB (1,689 words) - 13:07, 26 December 2005

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