My program doesn't have bugs. It just develops random features.

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  • ; SameTeam : Is the given [[Legacy:Controller|Controller]] on the flag's team?
    3 KB (403 words) - 10:54, 27 December 2005
  • ...on handles the remaining adrenaline: when the player's [[Legacy:Controller|controller]]'s adrenaline is down to 0, the combo is destroyed. The Destroyed() functi P.Controller.Adrenaline -= AdrenalineCost*DeltaTime/Duration;
    2 KB (335 words) - 13:11, 16 December 2005
  • xPawn(Other).Controller.Adrenaline = 1; * [[Legacy:Controller|Controller]]
    1 KB (123 words) - 14:59, 18 November 2007
  • Controller
    37 KB (1,854 words) - 15:01, 10 January 2005
  • ...t have a pawn at all, but for obvious reasons you need to confirm that the controller has a pawn before attempting to read a variable from it.
    24 KB (3,718 words) - 22:41, 18 March 2009
  • ; IncrementKills ([[Legacy:Controller|Controller]] Killer) : ...f these properties obsolete in UT200x? How does this relate to the player controller flashing?
    8 KB (1,029 words) - 05:40, 13 June 2006
  • ...lways seem to break them when they implement them. My fave example is the Controller-Pawn mess. It could have been a very nice, clean separation of master and
    6 KB (1,114 words) - 08:58, 26 August 2003
  • PC=PlayerController(x.Controller); local controller C;
    4 KB (467 words) - 20:45, 4 August 2003
  • local Controller C; ...ine 29. It said: '''''Error in MutBottlesBeer, Line 29: Unrecognized type 'Controller.' ''''' Since I'm an absolute newbie at Unreal script for Unreal Tournament
    4 KB (617 words) - 18:49, 9 January 2003
  • function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation)
    681 B (72 words) - 10:22, 11 April 2004
  • ...e game and take on many of the functions handled by the GameInfo class and Controller (as far as I can tell).
    6 KB (1,038 words) - 01:26, 23 March 2005
  • ...ass that was never released for UT2k3. It was console type RPG using a USB controller that featured a combo system that you could lock on to your enemies and cas
    2 KB (272 words) - 22:32, 27 September 2004
  • ...'' Well, my idea with the TCP links was that you would have three types of controller/pawn instead of two: PlayerPawn, Bot, and PlayerStandin. The Standin would
    14 KB (2,592 words) - 13:30, 25 August 2003
  • ...e too difficult. I don't recall the code to determine whether a given pawn/controller is being controlled by a local player or over a network, but I've seen it a ...listen server) to alter it's bHidden property based on the Local Players (Controller) 'bScrying' property
    22 KB (3,439 words) - 18:17, 20 September 2004
  • class ScriptedAMoverController extends controller;
    7 KB (833 words) - 03:48, 25 December 2004
  • * The full relationship between controller and pawn
    1 KB (235 words) - 06:18, 9 July 2004
  • if ( Bot(Instigator.Controller) != None ) abilities once the controller reaches 100 adrenaline
    11 KB (1,085 words) - 15:34, 15 April 2006
  • ...ay, shape, or form is deemed necessary. More: [[Legacy:Controller Overview|Controller Overview]].
    8 KB (1,401 words) - 02:22, 28 November 2005
  • '''orathaic''' Also note, bGodMode is a variable of the class controller, (and it's subclasses) This is the only variable which prevents death. So p or access it from the controller itself.
    4 KB (593 words) - 02:29, 18 October 2008
  • ...e been on vacation and have been/still am busy working on a Lego Mindstorm controller robot for a university project. Also an other project is almost done. I won
    39 KB (6,923 words) - 01:33, 18 August 2004

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