The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Search results
From Unreal Wiki, The Unreal Engine Documentation Site
Create the page "Weapon" on this wiki! See also the search results found.
Page title matches
- | class = Weapon {{code|simulated function '''BringUp''' (optional {{cl|Weapon}} '''PrevWeapon''')}}14 KB (1,484 words) - 09:11, 17 May 2008
- | class = Weapon powerup chain currently affecting this weapon12 KB (1,493 words) - 09:11, 17 May 2008
- | class = Weapon powerup chain currently affecting this weapon6 KB (724 words) - 09:10, 17 May 2008
- | class = Weapon powerup chain currently affecting this weapon5 KB (631 words) - 09:10, 17 May 2008
- | class = Weapon ===Property group 'Weapon'===10 KB (1,174 words) - 09:11, 17 May 2008
- | class = Weapon '''Overrides:''' {{tl|AnimEnd||Weapon}} ''(global)''9 KB (1,024 words) - 09:10, 17 May 2008
- | parent2 = Weapon | {{tl|bCanThrow||Weapon properties}}3 KB (357 words) - 09:11, 17 May 2008
- | parent1 = Weapon | {{tl|AIRating||Weapon properties}}2 KB (228 words) - 09:11, 17 May 2008
- | parent1 = Weapon | {{tl|AIRating||Weapon properties}}3 KB (318 words) - 09:11, 17 May 2008
- | parent2 = Weapon | {{tl|SmallViewOffset||Weapon properties}}705 B (83 words) - 09:11, 17 May 2008
- | parent1 = Weapon | {{tl|AIRating||Weapon properties}}3 KB (316 words) - 09:11, 17 May 2008
- | parent1 = Weapon | {{tl|AIRating||Weapon properties}}2 KB (275 words) - 09:11, 17 May 2008
- | parent1 = Weapon | {{tl|AIRating||Weapon properties}}2 KB (263 words) - 09:11, 17 May 2008
- Provides data for a UT3 weapon. class path to this weapon's preferred ammo class1 KB (187 words) - 09:11, 17 May 2008
- Base Weapon implementation. ===Property group 'Weapon'===11 KB (1,390 words) - 22:05, 16 October 2011
- | class = Weapon For weapons, this function starts the Equipping process. If the weapon is the inactive state,21 KB (2,683 words) - 07:34, 16 August 2009
- Provides data for a UT3 weapon. class path to this weapon's preferred ammo class1 KB (154 words) - 11:47, 6 November 2009
- Base Weapon implementation. ===Property group 'Weapon'===13 KB (1,631 words) - 11:47, 6 November 2009
- | class = Weapon For weapons, this function starts the Equipping process. If the weapon is the inactive state,22 KB (2,748 words) - 06:04, 17 January 2010
-
500 B (60 words) - 12:19, 9 February 2012
Page text matches
- *Add weapon use to bots3 KB (507 words) - 14:01, 3 July 2003
- ...emo. I hope that not all maps need a int file now. What is the 3rd Super weapon that it talks about while exiting the UT2004 Demo? ...//home.earthlink.net/~pburkart/ The gametype is mostly written up and the weapon sounds are alreay done and there isnt a proble with making textures, so all19 KB (3,300 words) - 20:43, 14 March 2005
- ; bool bHasFired : The bot has recently fired its weapon. ...[[Legacy:Weapon|Weapon]]'s <tt>BotFire</tt> method, which indicates if the weapon actually fired.10 KB (1,254 words) - 12:14, 14 November 2009
- ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> BallLauncher}} ...o shoot the ball. When the player has the ball, he regains health via this weapon.2 KB (332 words) - 10:46, 3 February 2004
- ...ng earth-shattering. The mods are directed toward providing an "alternate" weapon to each of the defaults that shipped with either game. <u>UT ModWeapons</u>: This weapon pack provides enhanced versions of the default wepons shipped with the game8 KB (1,099 words) - 12:37, 13 May 2004
- ...x. This will also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc.12 KB (1,965 words) - 15:13, 11 April 2015
- ...acy:AssaultPath|AssaultPath]]s, bot orders, [[Legacy:AIScript|AIScript]]s, weapon preferences or gametype rules, these goals change. ...re set up for each player model. Aggressiveness, Combat Tactics, Favorite Weapon, etc. are values used as extra impulses to alter the normal goal and path f11 KB (1,777 words) - 11:39, 31 October 2007
- ...PostRender(). So, it would be more accurate to say that your first person weapon is like a part of the HUD, rather than being a part of the world. This can be solved, as Jarronis mentioned, by having the first person weapon be part of the world. However, that of course is going to be a hack and won50 KB (7,997 words) - 09:52, 18 November 2007
- If you want to read more advanced code, go read the weapon source located in XWeapons/. There is everything that has to do with weapon ...references with super.DoSomething() and will find them in [[Legacy:Weapon|Weapon]].uc located in Engine/7 KB (1,273 words) - 15:40, 4 December 2005
- ...AltProjectileClass". You can choose to use these functions and finish your weapon as is, but that's never as interesting as writing these routines yourself. ...heck code is not really important right now. However, you can use it for a weapon that is not supposed to run out of ammo, to give the player more ammo.9 KB (1,488 words) - 22:33, 24 March 2008
- ...functions in the various classes, e.g. [[Legacy:HUD|HUD]], [[Legacy:Weapon|Weapon]], [[Legacy:GUI|GUI]] classes and [[Legacy:Interaction|Interaction]]s.12 KB (1,737 words) - 16:10, 21 October 2016
- ...: UT2004 only. Only used in cache metaclasses, such as GameInfo, Mutator, Weapon, Vehicle; ignored for any non-cached class. This class modifier is used t11 KB (1,688 words) - 00:32, 25 October 2007
- Other actors (some [[Legacy:Weapon (UT)|Weapon (UT)]]s and the [[Legacy:HeroStatue|HeroStatue]], for instance) implement t1 KB (159 words) - 11:01, 16 February 2008
- ...p will make itself disappear and act upon the player to make him receive a weapon. Another example: triggers send out an [[Legacy:Event|event]] to other acto4 KB (683 words) - 08:30, 16 August 2006
- * A weapon needs to know how many charges are left in a powerup.15 KB (2,447 words) - 16:45, 21 April 2007
- ...as a result of a Weapon referencing the WeaponFire objects/fire-modes of a Weapon which has been destroyed. Does this mean Weapons delete their WeaponFire o14 KB (2,234 words) - 16:13, 21 December 2012
- Bah. Nobody cares about your 1337 3dsMax renderings of 2000-poly weapon models you can't figure out how to get into the game. Put up or shut up.803 B (124 words) - 08:26, 11 January 2005
- ...pon as viewed as either a pickup or 3pp, and ones which control the actual weapon behavior. Which actually makes a whole lot of sense, particularly the diff ...or less based on various previous UT implementations, mostly my own. The weapon fires a projectile which, when it lands, adds a velocity to the player whic9 KB (1,623 words) - 08:30, 11 January 2005
- ...e player attempts to make the pawn perform an action (run forwards, change weapon etc). * Explicitly set bBehindView to true to remove the floating player weapon (if it appears in thrid person view).8 KB (1,242 words) - 23:02, 17 September 2006
- FriendlyName="Super Weapon Bar" Description="Creates a new look and feel for the weapon bar."11 KB (1,595 words) - 21:43, 29 April 2021