Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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  • ...re I do anything else really. I'm also required to work on and finish the weapon firing code. Its basically just a mess of test code that allows the bots t # Create '''actual''' weapon firing code.
    95 KB (16,545 words) - 20:12, 24 April 2008
  • ...ire in spurts. In UT2003, tell them to practice a lot with their favorite weapon. It's not that hard to go out of your way to help someone.
    4 KB (683 words) - 10:33, 1 April 2008
  • Some functions ask the mutators to return a default weapon class via the mutators' GetDefaultWeapon function. You should do the same i
    10 KB (1,477 words) - 08:54, 31 August 2005
  • ...with the level, alowing people to ride it up to the center where the super weapon is placed.
    7 KB (1,045 words) - 09:18, 8 February 2008
  • ## When the sentinel is not on a team, it's weapon effects shouldn't be colored red or blue. I'm thinking purple.
    3 KB (480 words) - 00:17, 18 January 2007
  • ; DrawWeaponBar : draws the weapon bar
    13 KB (2,042 words) - 08:24, 14 March 2006
  • if ( Other.IsA('Weapon') )
    2 KB (208 words) - 01:52, 13 February 2003
  • ...a person worrying about whether or not they need permission to call their weapon mod, "the BowFlex."
    26 KB (4,543 words) - 20:08, 2 December 2005
  • ...ly see them, they won't know locations of weapons unless they've been that weapon pickup and eventually, they will play, learn and eventually improve themsel
    4 KB (640 words) - 10:33, 1 April 2008
  • ...other than reaching the enemy's. This motivation could take the form of a weapon not available in the bases, a powerup, or the like.
    16 KB (2,592 words) - 01:14, 3 November 2009
  • ...d Lights, all need proper placement to appeal to the player. PlayerStart, Weapon, Item, and [[Legacy:GameObjective|GameObjective]] placement is governed by
    9 KB (1,524 words) - 11:07, 13 May 2008
  • ...to use fewer pickups on larger maps, and replace clustered pickups with a weapon locker.
    21 KB (3,652 words) - 12:43, 30 July 2007
  • 4 being Tactical (weapon control) ===Weapon Stances===
    18 KB (3,219 words) - 06:44, 21 July 2006
  • ...ing renders you unable to get some pickups, or negotiate steep stairs), or weapon switching. Hovering also negates some of the effect of jumppads; running in
    5 KB (797 words) - 02:50, 5 August 2003
  • ...nd of object you are describing. In the next tute, you'll see how adding a weapon can be made to show on the Weapons Database dropdown. Name is the full name * [[Legacy:Weapon Mutator Tutorial|Weapon Mutator Tutorial]]: – your recommended next step
    13 KB (2,054 words) - 16:39, 28 December 2004
  • ...if you dropped the weapon or die with these weapons then only the standard weapon ammo type could be picked up. UT2003 provided us with a way to correct the issues and truly make one weapon that can support more than 2 ammo types. I will attempt to walk you through
    41 KB (4,700 words) - 00:04, 2 July 2005
  • ==Super Weapon Bar (Mutator)== ...ip those that are in the same inventory group. To patch this, I made Super Weapon Bar, which scrolls the entire list of weapons instead of stacking them in 9
    4 KB (751 words) - 02:15, 1 September 2003
  • ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pickup|Pickup]] >> [[Legacy:Weapon|Weapon]] >> Minigun (Package: xWeapons)}} ...{{BASEPAGENAME}}/Script]]. The code is useful for when you are creating a weapon with a charge-up time.
    812 B (87 words) - 14:06, 18 November 2005
  • Weapon.SetBoneRotation('Bone_Flash', r, 0, 1.f); Weapon.AttachToBone(FlashEmitter, 'flash');
    10 KB (956 words) - 15:13, 13 October 2003
  • The Pickup class for any weapon defines how the weapon looks when it's sitting on the ground (or in a [[Legacy:XWeaponBase|xWeapon ...axDesireability=0.730000 //How much the bots love this weapon.
    2 KB (233 words) - 13:06, 5 October 2003

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