I love the smell of UnrealEd crashing in the morning. – tarquin

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  • ...gramming language I ([[Legacy:El Muerte TDS|El Muerte TDS]]) specified. It's being compiled and executed from within the Unreal Warfare engine. ...nput source to an internal format, for later processing/execution. So that's why I will handle both at the same time.
    11 KB (1,806 words) - 07:14, 25 July 2005
  • ...re in the code, it's just that I prefer to have it at the top. This way it's easy to find the declaration when you are looking at the code. ...llows you to mix variable declarations and function declarations, but that's up to you. You might prefer to declare vars first and then function. This g
    7 KB (999 words) - 06:18, 23 April 2003
  • It's wise to write a function to draw the current AST, this way you can easily s ...t important is the NT_Keyword, this defines a piece of code to execute, it's usualy a root node.
    4 KB (551 words) - 09:04, 23 April 2003
  • ...as defined in the [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/EBNF|grammar]], it's best to use constant instead of inline strings because this prevents you fr ...r '''function''', while this is true we keep reading declarations. When it's not true it has to be a statement.
    14 KB (1,948 words) - 07:16, 23 April 2003
  • var private Scope s; s = inScope;
    17 KB (2,488 words) - 09:40, 24 April 2003
  • var private Scope s; s = new class'Scope';
    2 KB (239 words) - 03:08, 27 April 2003
  • We will begin by defining a design for the NaliCow's behavior. ...scripting, giving us a clear set of coding elements to complete before it's AI takes shape.
    67 KB (8,400 words) - 21:20, 3 February 2006
  • * adapt DavidM's old advice about mapping for UT: copy. Take a UT2003 map you like – t Epic's mesh packages are notorious for being an absolute mess, with no logic to th
    13 KB (2,312 words) - 02:48, 23 June 2004
  • ...like the look of. This is basically how all of my maps get started, imo it's part of the reason they aren't all that great. My recommendation is to star #The other option is kind of the lazy man's way out: Just plop a teleporter/warpgate type device at one end and make it
    6 KB (1,120 words) - 23:31, 11 August 2003
  • ...erator from an old game I have, I came up with the name "Baruro", so, that's what it is now. ...jpeg|right|New switch room, compare it with the old one directly below. It's amazing what a little less light and some girders and trim will do.]]
    4 KB (789 words) - 23:26, 11 August 2003
  • ==Boff's Little Hole in the Ground...==
    884 B (130 words) - 03:24, 20 December 2006
  • ...changed, and now I'm standing in the possibility of being one of the world's best game designers. The world looks pretty awesome from in here. :D ...e based, state based, and networking based model used by UnrealScript. It's an awesome tool.
    3 KB (507 words) - 15:01, 3 July 2003
  • What's Goin On: ...tePath|AlternatePath]]s. But, use the APs like [[Legacy:PathNode|PathNode]]s, or they will become uninterested and run away towards the nearest pathnode
    8 KB (1,542 words) - 03:44, 5 August 2003
  • ===Bot_40's Developer Journal=== ...he way it is although there is lots more to go in. Please don't tell me it's all too plain, I'm gonna put in some bright orange torches along the paths
    5 KB (1,029 words) - 03:45, 5 August 2003
  • The BigHeadRules class affects the size of the [[Legacy:Pawn|Pawn]]'s head after they have made a kill or died. ...[[Legacy:Controller|Controller]] Killed ) : Alters the size of the Killer's head, based on Deaths vs Score, after any kill is made.
    3 KB (353 words) - 13:51, 16 December 2005
  • ...:Boolean]] :D (but the original writer has to do this because of Wikipedia's GFDL.)
    1 KB (161 words) - 18:32, 17 December 2005
  • Sculptris is superior to [[Blender]]'s sculpting mode as it adds more polygons to the model to describe the shape Once the paint mode is entered, it's not possible to change the shape of the mesh any more except by loading a p
    3 KB (576 words) - 06:50, 21 June 2010
  • ...center by NEG forces. In keeping with the historical battle, the attacker's insertion point is a distance away from the command center, because of the ...ost daring acts of the mostly covert Corporation Wars, Izanagi Corporation's research facility on Lamdon 3 was raided and destroyed by a strike force fr
    19 KB (3,300 words) - 21:43, 14 March 2005
  • ...bs. Just delete it if it doesn't really belong. And please edit it if it's really crap or just too simple :/ ...a new bulldog which subclasses the old one. We have to do this because it's not as simple as setting the pawn class in the game info class.
    7 KB (958 words) - 00:14, 15 November 2007
  • It's just a wooden barrel. You can shoot it and it shatters.
    270 B (34 words) - 10:50, 18 November 2007

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