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- ...s function is used by the weapon code to select a target to shoot at. The weapon code is also responsible for calling WarnTarget() if appropriate. Targets8 KB (1,226 words) - 11:00, 9 January 2006
- ...called to draw the first person view of the currently carried inventory or weapon.5 KB (687 words) - 07:13, 2 September 2007
- ; FireWeapon ( ) : This function causes the pawn to fire its current weapon. ...pon ( ) [exec] : Switches to the pawn's best weapon (based upon the pawn's weapon preference).7 KB (998 words) - 16:31, 10 July 2003
- ; PlayWeaponSwitch ([[Legacy:Weapon (UT)|Weapon (UT)]] NewWeapon) : Declaration only.4 KB (543 words) - 16:21, 10 July 2003
- ...Weapon() : This function is called when the pawn has decided to change its weapon. ; function TossWeapon() : Throws the current weapon away.2 KB (309 words) - 23:07, 25 April 2002
- Abstraction for non-weapon [[Legacy:Inventory (UT)|Inventory (UT)]] items placed throughout a level.1 KB (147 words) - 17:01, 25 November 2006
- ...gging around in binding FOV commands, sounds nifty, putting a scope on any weapon, lol. ;) Also, I recently deleted a bunch of old stuff so I could download3 KB (445 words) - 20:47, 13 January 2005
- ...ld have created linked lists in many places like e.g. [[Legacy:Weapon (UT)|Weapon (UT)]] affectors, but they also missed something important like the [[Legac14 KB (1,785 words) - 09:19, 6 June 2006
- // Weapon21 KB (2,560 words) - 19:54, 17 September 2003
- ...ayer spawns, the first thing he'll look for is a weapon. If not close to a weapon, at least try to orient the PlayerStart to face the nearest one. ...ave a large map, having 8 PlayerStarts in a half or a full circle around a weapon locker is a good rule of thumb.10 KB (1,724 words) - 13:55, 31 May 2007
- ...because the bulldog shoots a rocket which is already designed as part of a weapon you can pick up. Anyways, I'm going to try and break a vehicle down to the19 KB (3,441 words) - 02:21, 7 December 2006
- ;fire : '''''[duration]''''' fire (weapon / animation-based) for given duration... ;firealt : '''''[duration]''''' alt fire (weapon / animation-based) for given duration...32 KB (1,962 words) - 16:27, 3 January 2006
- ...OnPickup (globalconfig) : If true, don't automatically switch to picked up weapon ; [[Legacy:Weapon|Weapon]] OldClientWeapon :22 KB (2,672 words) - 12:53, 10 June 2006
- Now we're going to add a weapon to the map which can be picked up. ...m, expand xWeaponBase, click in the little arrow on the right and select a weapon type. You won't see any changes in your scene until you build and play the3 KB (451 words) - 11:10, 8 February 2008
- ...kage, and to put the .uc files in their classes <br />folder. To spawn the weapon first type "iamtheone" and then "summon PROJECTNAME.pipebomb" in the consol ...he code that will handle the pipebomb so that it'll be just like any other weapon, that you can select, fire with, ect.2 KB (330 words) - 11:12, 13 July 2003
- ...big problem will be working out how to get the mod working in UT when the weapon is for Unreal. I downloaded some docs from the Oldskool site about it. L2 KB (319 words) - 07:29, 24 September 2003
- ; DoFireEffect() : Handles firing of the weapon. It adds the Offsets, makdes sure we're not spawning a projectile into a w * [[Legacy:Weapon|Weapon]]2 KB (257 words) - 08:59, 24 January 2006
- * [[Legacy:Weapon|Weapon]]3 KB (318 words) - 10:51, 23 January 2006
- ...an enclosed arena and do battle with a complete arsenal of weapons, or one weapon in particular as configured by the server admin. The winner takes on the ne2 KB (246 words) - 13:26, 1 June 2004
- ;simulated function bool HasAmmoStrict() : Doesn't check ammo/weapon readiness, just checks if we have any ammo at all.2 KB (318 words) - 23:56, 16 October 2004