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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 i10 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 bar13 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 themsel4 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 by9 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 in5 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 step13 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 through41 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 94 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