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- ...d in this class. UnrealScript beginners ought to take a look at this class's source code. * [[Legacy:Actor (UT)/Object|Actor (UT)/Object]] – Actor's name, class and initial state3 KB (465 words) - 00:50, 7 April 2006
- ...ion it's worth marking as you have that there's a subtree UTDecoration (it's a pain if you ask me, they could have chosen a name that put it at the top.19 KB (1,790 words) - 23:29, 27 May 2007
- ...her circumstances. For example, [[Legacy:ReplicationInfo|ReplicationInfo]]s are always relevant. ...ccessful. For example, this is ''True'' for [[Legacy:Pawn (UT)|Pawn (UT)]]s and ''False'' for [[Legacy:Inventory (UT)|Inventory (UT)]] items.8 KB (1,304 words) - 15:31, 18 April 2006
- ...es determine the size and behaviour of an [[Legacy:Actor_(UT)|Actor_(UT)]]'s [[Legacy:Collision Cylinder|collision cylinder]]. ...der is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s orientation.2 KB (218 words) - 15:03, 12 September 2016
- ...e an effect in UnrealEd, which is why working with [[Legacy:Corona|corona]]s is such a right pain. ...s : Expansion or compression of mesh along its normals. Default = 128. It's this property that is changed by the [[Legacy:PressureZone|PressureZone]] i3 KB (507 words) - 09:09, 12 October 2004
- ...l the passage and transferrence of events. Usually, according to an actor's script, the act of passing an event results in this actor doing the followi # Search for each actor whose Tag matches this actor's Event.1 KB (190 words) - 23:44, 22 May 2003
- ; Error (coerce string S) : Handle an error and kill this one actor. ...full). Defaults to spawning at the spawner's location and with the spawner's rotation.18 KB (2,644 words) - 12:49, 2 May 2022
- ...can be made to give off light by setting these properties. For example, it's often useful when testing Triggers to make them cast a small circle of ligh ;Unused: It's a unused space in the editor that does nothing, same effect as far as I can6 KB (945 words) - 14:33, 22 January 2015
- ; Velocity : Actor's velocity. Note that an actor's rotation can be set graphically: Setting Advanced -> bDirectional to True w1 KB (211 words) - 03:02, 4 October 2003
- UnrealScript's states allow different types of behaviour. The same function may be present2 KB (256 words) - 03:16, 24 April 2002
- ...r shooting because of "Surface Properties Window".... urg.... Likewise, it's probably that if I made an "Actor Properties" link it was meant to cover us ''Tarquin'': OK, here's what I suggest:3 KB (566 words) - 00:12, 24 April 2002
- ...ret_Base|ASTurret_Base]]> TurretBaseClass : Reference to the turret's base's class. ...:AS_Turret_Base|AS_Turret_Base]] TurretBase : pointer to '''this''' turret's base.4 KB (446 words) - 04:01, 2 June 2007
- #Select the sound you wish to use. Then expand the Sound group of the actor's properties, click on the AmbientSound property and click the "use" button. ...Viewport|UnrealEd Viewport]] that is set to show Actor radii, although it's only a rough indication because the volume seting also affects how far the1 KB (225 words) - 00:48, 23 May 2003
- Adrenaline is a game concept new in [[Legacy:UT2003|UT2003]]. It's acquired by killing people, capturing flags and performing other "game rela [[Legacy:Mutator|Mutator]]s can add new combos. If you build a custom combo, make sure it follows the4 KB (625 words) - 16:16, 17 December 2005
- ...It's generically phrased, so it should apply to almost every project that's in development.'' ...of rules how bug reports should be posted, I'm going to describe '''A Bug's Life''' here. After all, all rules I could possibly post boil down to a ce8 KB (1,466 words) - 09:37, 28 December 2010
- * [[Legacy:Ucc|Ucc]] – Unreal's general-purpose command line application. ...egacy:ModPlug Tracker|ModPlug Tracker]] – Tool to edit/create Unreal's .umx files.3 KB (394 words) - 19:42, 28 November 2010
- Here's an [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Example]] on how to use this class // 2. Pass FillPlayInfo() calls to mutators which are not part of the game's28 KB (3,236 words) - 10:06, 18 November 2007
- This is the parent class of all AI-based [[Legacy:Controller|controller]]s. ; AdjustView( float DeltaTime ) : Called if Controller's pawn is the viewtarget of a player4 KB (513 words) - 15:43, 7 December 2005
- Note: that in the Actor class there's no reliable replication at all.853 B (134 words) - 19:56, 1 December 2006
- ...to the next item in the associated [[Legacy:GameObjective|GameObjective]]'s AlternatePaths [[Legacy:Linked List|linked List]].3 KB (364 words) - 09:48, 17 April 2006