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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 Idle4 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:GameIn9 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|PlayerControll22 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 c5 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 b12 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 complet8 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 set14 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 purposes33 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 ha28 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 lot3 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 default19 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 us12 KB (2,023 words) - 22:23, 1 February 2007
- ...e is accepted by the engine it will call the following event in the player controller10 KB (1,689 words) - 13:07, 26 December 2005