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- ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pickup|Pickup]] >> [[Legacy:Weapon|Weapon]] >> Minigun (commented UnrealScript code)}} // Minigun // This is the name of the weapon.9 KB (1,001 words) - 03:53, 9 October 2004
- '''angry:''' Can anyone tell me how I attach a weapon to this character to stop him firing from the RootBone??25 KB (4,238 words) - 10:37, 9 April 2008
- ...led and exported for use as a static mesh in UEd3 is a three-pointed blade weapon similar to a shuriken or the Unreal razorjack ammo:1 KB (181 words) - 17:19, 4 August 2006
- ...do similar things but you can differentiate between the keys. This is how weapon switching is done. ...ot, so these would encompasses movement type keys, time dependent keys and weapon related keys. Basically, if you need a key which requires the player to hol4 KB (639 words) - 06:14, 31 October 2004
- ...m such that newly spawning players can easily get to either a vehicle or a weapon locker (preferably both). * Cicadas are the most powerful weapon for taking down a node, and are not nearly as good at other things. They ca14 KB (2,436 words) - 18:48, 12 February 2009
- ...isky for them to head straight into the enemy base from there (e.g. a weak weapon made available on the way or a dangerous area to go through). .../General Layout]] – '''Next:''' [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Weapon Availability]]4 KB (643 words) - 06:43, 6 June 2004
- ==Weapon Availability== This section is short and sweet – no one likes not having a decent weapon to run around with.954 B (155 words) - 15:19, 6 April 2006
- '''Previous:''' [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Weapon Availability]] – '''Next:''' [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Tea1 KB (204 words) - 06:13, 6 July 2008
- ...I think Spoondog might own me, so maybe I'll stay up here with my mediocre weapon..."). As a level designer, you have the opportunity to create as much of t3 KB (525 words) - 07:01, 6 June 2004
- ....Lecter''': "Defending the switches must be possible, so having a powerful weapon in the bases might be a good idea. However, it all depends on the difficult ...o [[Legacy:Mapping For Jailbreak/Weapon Availability|Mapping For Jailbreak/Weapon Availability]] and rename it /Pickups5 KB (938 words) - 12:20, 10 May 2006
- ...ates ACoolMutator.ucl file containing an entry for each mutator, gameinfo, weapon, and crosshair in the ACoolMutator package.3 KB (408 words) - 05:20, 19 November 2007
- ...I am also wondering if its possible to create a script to have a certain weapon type spawn when, for example, a bunch of vehicles are destroyed. Thank you2 KB (411 words) - 08:14, 6 February 2010
- ...ke heat vision like the predators do on AvP. Each 'bot comes with a melee weapon attached to 1 arm. They will be slow moving but very hard for the humans t ...larva gun for the humans and acid spit for the 'bots. 'Bots have a melee weapon that is good for both Humans and Aliens.3 KB (532 words) - 01:19, 23 July 2004
- ...of melee weapons for Chaos UT2. The mod introduces special moves for each weapon. ----UT2004 weapon and mutator mods----853 B (133 words) - 17:17, 10 January 2005
- # To remove the first-person view of your weapon, do one of the following, enter <code>killall Inventory</code> in the conso ...ff screenshots, enter the map '''in spectator mode''' so your HUD and your weapon don't appear on the shots. Besides, you'll be able to get much better came8 KB (1,342 words) - 06:02, 13 September 2006
- ...y be slow as it is quite hard and there are thousands of possibilities for weapon changes. ...l I will use the project I am working on, "Shockmanta": this describes the weapon (shock balls) and the base vehicle (manta) and therefore is suitable.7 KB (1,181 words) - 11:44, 22 January 2007
- ...tem to scale the player's weapon : In order to make sure that the player's weapon model scales properly when weapons are switched, the player is given a Weap In earlier revisions of this mutator, the player weapon would not resize to match the player scale when the player switched weapons11 KB (1,701 words) - 08:30, 30 August 2005
- (from remark in code) "Distance based, so scale to bot speed/weapon range"8 KB (972 words) - 06:47, 9 November 2007
- ...GetFireStart( vector X, vector Y, vector Z ) : Returns the Location of the weapon fire start.7 KB (914 words) - 08:22, 27 January 2007
- ** Killed pedestrians have a chance of dropping an item (weapon, health, whatever). ...rent models, animations and skins are a good idea too. (animations without weapon-holding for example) I suggest, because most of what makes up a Bot and xP12 KB (1,847 words) - 09:28, 28 September 2006