The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
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- ...ght to determine when you collide with the pickup, there adding it to your inventory ...tour (usually 0, used when on route to distant objective, but want to grab inventory for example)4 KB (401 words) - 17:05, 30 November 2005
- ...ject (DX)]] >> [[Legacy:Actor (DX)|Actor (DX)]] >> [[Legacy:Inventory (DX)|Inventory (DX)]] >> [[Legacy:Pickup (DX)|Pickup (DX)]] >> Ammo (Engine)}} ; bool HandlePickupQuery( inventory Item ): Different in DX475 B (59 words) - 22:08, 9 February 2004
- ...and I work part time for my dad's small business developing accounting and inventory software on the AS/400.2 KB (382 words) - 09:59, 27 February 2004
- ...entory (DX)|Inventory]] >> (expanded in [[Legacy:Inventory Class Tree (DX)|Inventory Class Tree]]9 KB (800 words) - 11:52, 14 November 2009
- +- [[Legacy:Inventory|Inventory]]9 KB (963 words) - 17:53, 24 May 2007
- ; class<inventory> KeyClass : key class to search in players inventory ; bool bDestroyKey : should key be deleted from inventory3 KB (316 words) - 00:30, 5 August 2010
- ; name GetWeaponBoneFor( [[Legacy:Inventory|Inventory]] I ) : Returns ''.7 KB (741 words) - 18:12, 8 April 2006
- {{classbox|[[Legacy:Actor|Actor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Pickup (UT)|Pickup (UT)]] >> [[Legacy:Ammo (UT)|Ammo (UT448 B (56 words) - 03:25, 1 August 2002
- * Various actors such as inventory items act as pathnodes themselves, so there is no need to place a node righ ...or example, ''can'' be used as incentive to follow a route. Remember that inventory items also act as pathnodes, whether they are spawned or not, so there's no9 KB (1,425 words) - 11:59, 16 August 2010
- # Place an Actor >> Inventory >> Pickup >> TournamentPickup >> [[Legacy:UT_ShieldBelt|UT_ShieldBelt]] # Set the Inventory -> MaxDesireability to an appropriate number (The higher number, the higher3 KB (477 words) - 12:02, 6 June 2015
- ...or Class Browser. Remember, it's button #4 in the top toolbar. Expand the "Inventory" class, then the "Weapon" class, then the "TournamentWeapon" class. Often y {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|T23 KB (3,878 words) - 19:14, 16 July 2014
- ...ll do whatever they decide is necessary. In deathmatch games they collect inventory until they find someone to fight. In team games they decide what to do bas4 KB (567 words) - 00:54, 7 April 2006
- ...ome motivation to move around. This motivation is provided in the form of inventory (objects to collect such as ammo, weapons, and health), targets to shoot at ...around the map looking for big guns, ammunition, power-ups, and other cool inventory items (like relics). Don’t be fooled into thinking that the bot is looki5 KB (748 words) - 16:39, 26 September 2006
- ...the nodes are placed on the level as [[Legacy:PathNode|PathNode]] objects, Inventory items, and other such stuff.13 KB (2,175 words) - 09:55, 18 November 2007
- ...in the gaps. Also had to split all our stuff into the seperate Pickup and Inventory classes.I spent some time adding some new items and functionality not in ou5 KB (975 words) - 21:24, 13 September 2004
- ...respawn, pickup [[Legacy:Adrenaline|Adrenaline]], carry [[Legacy:Inventory|Inventory]], etc., a simple Pawn subclass can be used without a custom Controller. T67 KB (8,400 words) - 20:20, 3 February 2006
- ===Inventory Search=== * [[Legacy:Weapon|Weapon]] - Weapon inventory items.10 KB (1,254 words) - 12:14, 14 November 2009
- ...| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> BallLauncher}}2 KB (332 words) - 10:46, 3 February 2004
- ...acy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|T ...acy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|T8 KB (1,099 words) - 12:37, 13 May 2004
- ...d only once per RCM actor (it'd probably be spawned as part of the players inventory on game login and that's when it scans to get a reference to the reactor) a15 KB (2,447 words) - 16:45, 21 April 2007