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- ...NSHoverTankCannonPawn) copy this code and replace HoverTankCannon with the weapon name of your choice, and change the strings if you want.3 KB (409 words) - 11:42, 22 January 2007
- ..., 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 mov4 KB (738 words) - 19:19, 9 August 2007
- ; Tool: Used to get the Nali to hold a weapon. However, this feature was never implemented, and it should be ignored.2 KB (296 words) - 14:15, 6 December 2005
- ::based on MutInstaGib, extends [[Legacy:Mutator|Mutator]]. Replaces weapon pickups with NukeRiflePickups1 KB (172 words) - 17:22, 8 January 2003
- ; Weapon Split: Weapons have been split into various actors for handling firing, pic6 KB (886 words) - 08:59, 31 May 2005
- ...ential actions, such as [[Legacy:Controller|Controller]]s, [[Legacy:Weapon|Weapon]]s, [[Legacy:InventoryAttachment|InventoryAttachment]]s, etc.17 KB (2,734 words) - 19:19, 18 March 2008
- class ProtectedAccess extends Object within Weapon; final static function ProtectedAccess( Weapon W )3 KB (422 words) - 08:11, 14 June 2010
- ...'' holds the class of weapon the driver may use and the bone to attach the weapon to. ...holds the class of weapon the passenger may use and the bone to attach the weapon to.16 KB (1,635 words) - 14:10, 1 January 2006
- ...ally you select the mutator, configure the ammo levels for each individual weapon and when your ammo drops below that level you get an on-screen warning.1 KB (233 words) - 00:27, 9 January 2009
- ...ChaosUT-PoisonCrossbow with Shotgun2,which I made, to make this very weird weapon which has a hitdamage of 20 per projectile,which are invisible cuz I can't536 B (89 words) - 02:20, 13 February 2003
- ...y get hit and the percentage was to be dictated by the amount of force the weapon being used would 'stun' the player. Instead of going over it here, just jum14 KB (2,251 words) - 06:07, 2 January 2004
- ====4. New weapon projectile system.==== ...eapon fire design to make all shots projectile shots and redid most of the weapon fire classes. The projectile system works similar to the rail gun in Q3.9 KB (1,620 words) - 21:30, 21 March 2006
- ...out writing '''classes''' and using '''objects'''. Every player, vehicle, weapon, pickup, and light is an object. Even abstract things like the game rules6 KB (943 words) - 20:37, 25 November 2007
- This is the weapon class of the [[Legacy:ONSManualGunPawn|ONSManualGunPawn]], aka. Energy Turr1 KB (155 words) - 09:13, 26 November 2006
- ===Weapon Bone Rotation System=== ; float DualFireOffset : If your weapon has twin muzzles, e.g. Energy Turret and Raptor, this causes shots to alter12 KB (1,384 words) - 12:59, 31 December 2005
- ...ay sound somewhat dumb but... who/what is the owner of the projectile? The weapon? The pawn that shot it?3 KB (390 words) - 11:04, 10 October 2005
- ...ibing a different object that the engine must know about in order for your weapon to be successfully loaded and used in the game. The number of "pieces", or18 KB (3,030 words) - 23:15, 5 January 2006
- ...anyone has on this? I tried looking up what enable() does while looking at weapon code and this is pretty much what's given for that function. I take it that3 KB (463 words) - 01:14, 6 October 2009
- ...0 to disable the pausing effect, e.g. for [[Legacy:Emitter|Emitter]]-based weapon effects like explosions, tracers, sparks, etc.19 KB (2,645 words) - 06:44, 10 December 2007
- ; bool bAutoFire : Used for third person weapon anims/effects ; bool bSteadyFiring : Used for third person weapon anims/effects19 KB (2,341 words) - 22:41, 22 May 2015