Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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  • ...ork and made up some initial ships with really low polys for testing. The weapon for now is a three beam minigun with an adjustable spread, basically like a
    5 KB (914 words) - 16:27, 16 April 2004
  • *At least one weapon of both projectile and beam types for each each weapon class. ...the specific sections for each new feature and the subtopics of vehicles, weapon design, sounds, ect...
    20 KB (3,402 words) - 04:05, 12 March 2004
  • * appropriate weapon spawns for each area
    5 KB (879 words) - 12:50, 8 February 2008
  • ** ALL spawn points need weapon bases and some health. ** I'm not sure ''which'' guns to actually include in the weapon bases. So far, only RL, shock rifle, and flack cannon. I might have to make
    12 KB (2,086 words) - 18:21, 13 July 2004
  • | +- [[Legacy:Weapon|Weapon]]
    9 KB (963 words) - 17:53, 24 May 2007
  • ...h new array entry, select the WeaponClass property and choose what type of weapon to use (Note: "SniperRifle" is actually the Lightning Gun. The real sniper ...ind the crates in RobotFactory, for example). Be creative. Is there some weapon that would be really useful in a particular scenario? Make people put some
    9 KB (1,604 words) - 08:36, 5 June 2007
  • ...criptedSequence->WeaponPreference: When using this defense point, use this weapon. ...useful, but it can be used, for example, to say something like "pick this weapon and then patrol this general area with it".
    14 KB (2,365 words) - 05:29, 31 January 2007
  • ...include the bridge control at the beginning of AS-Glacier, and the forward weapon cache in AS-Convoy.
    10 KB (1,726 words) - 22:06, 19 June 2006
  • ; string DefaultWeaponClassName : Default vehicle weapon class. This applies when players start game in vehicle without the "standa ; bool WeaponHitsCrosshairsHL() (simulated) : Check if weapon fires where crosshair is aiming at (because of offset between VehicleProjSp
    7 KB (741 words) - 18:12, 8 April 2006
  • ...awns when the map starts, and can be picked up by attacking players like a weapon. While the defense cannot move the power core, if it is dropped (if its ca
    2 KB (263 words) - 15:08, 27 December 2006
  • ..., and a machine gun, a wrench to repair machines, and a shovel to use as a weapon or to shovel coal. The players can pick up ammo, which makes the player mov
    3 KB (572 words) - 16:30, 19 June 2007
  • ; RateWeapon : returns the Weapon's AIRating, a slightly randomized
    368 B (53 words) - 14:55, 16 November 2005
  • ...have a single weapon out of the two pressing the V key will switch to the weapon you have. ...key to bring up the shield when the key is pressed, and then revert to the weapon you were holding when you pressed the R key.
    8 KB (1,259 words) - 08:21, 24 January 2012
  • ...it's button #4 in the top toolbar. Expand the "Inventory" class, then the "Weapon" class, then the "TournamentWeapon" class. Often you'll see this referred t ...ctor]] >> [[Legacy:Inventory (UT)|Inventory (UT)]] >> [[Legacy:Weapon (UT)|Weapon (UT)]] >> [[Legacy:TournamentWeapon|TournamentWeapon]]}}
    23 KB (3,878 words) - 19:14, 16 July 2014
  • ...ave (if any). Essentially, the bot takes a stimulus like the desire for a weapon, or spotting another pawn, and determines an action based upon it's own int
    4 KB (567 words) - 00:54, 7 April 2006
  • ...shoot at it will simply stand there admiring the scenery and checking its weapon. After all, a bot needs some motivation to move around. This motivation i
    5 KB (748 words) - 16:39, 26 September 2006
  • ...imations the links seem to be able to scale and move!? Is there any rigged weapon models out there in MAX format?
    11 KB (1,478 words) - 14:22, 20 April 2007
  • ...wherever it is trying to get to. Generally, this may be armour, health, a weapon, or another pick up. Left to it's own devices a Bot will quite happily run // Calls the CanAttack() function of the current weapon to see if Other is in range
    13 KB (2,175 words) - 09:55, 18 November 2007
  • ...cle Factories and enter it, players will be unable to drive it or fire its weapon without custom modification. See '''UT2004 Bulldog Fix''' below. ====Weapon====
    12 KB (1,464 words) - 03:51, 20 February 2006
  • ...what you can't do custom Animation there either. Thus I was stuck for our weapon models so no real good animation going on....I finally gave up until later. Anyways this whole time I was doing this - I was also totally rewriting our Weapon code from scratch - we have multimode weapons in our mod - No stock support
    5 KB (975 words) - 21:24, 13 September 2004

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