Gah - a solution with more questions. – EntropicLqd

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  • ...I'd read somewhere that it was not safe to call functions in the NewPlayer controller, until this function. PostLogin() -seems- to get called sometimes with New
    13 KB (2,154 words) - 09:53, 29 November 2009
  • event bool AttemptFire(Controller C, bool bAltFire) function GatlingFire(Controller C, bool bAltFire, optional bool bDontSkip)
    16 KB (1,240 words) - 14:25, 8 February 2008
  • ...hes the end of its path, the movement command reports back to the movement controller so that it can be garbage-collected. ...of its behaviors is transferred to a combat control component. The combat controller is responsible for all combat-related tasks, such as selecting an opponent,
    8 KB (1,342 words) - 06:28, 11 October 2006
  • ...chy is the dominant control component called the behavior controller. This controller is responsible for determining the AI agent?s current state and a range of There are any number of ways to model a behavior controller, depending on your game?s design requirements. Most FPS games use a finite-
    8 KB (1,276 words) - 01:00, 7 April 2006
  • ...ce several Bloblet actors in one area, then place the ParentBlob pawn (the controller of the bloblets) in the middle of the group. Open the properties of all th
    2 KB (325 words) - 22:28, 10 November 2016
  • ...ger makes sense to me, as every ship except for one is going to have an AI controller. (Barring network stuff, of course, but that's handled differently.) Then, ...that would block the launch of other fighters, so I now need some kind of controller to make sure that a fighter positions itself at the correct approach angle
    130 KB (23,327 words) - 11:37, 2 September 2005
  • ...called just after the viewport is created. Unfortunately, there's still no controller attached to that viewport, and no level, pretty much no nothing. :P I've wo ...s, master component, (the one that administers the resource model) nearest controller. (for ships with more than one pilot/gunner/whatever, this points to the co
    177 KB (31,705 words) - 03:34, 28 May 2005
  • ...on-2003-05-02-02.zip ThirdPerson]: Splinter Cell style third person player controller. For testing purposes; not worth downloading.
    2 KB (363 words) - 04:56, 9 July 2003
  • ...egacy:Postal 2|Postal 2]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:AIController|AIController]] >> [[Legacy:ScriptedController|Sc Intermediate between the engine's [[Legacy:Controller|Controller]] classes and [[Legacy:Postal 2|Postal 2]]'s AI controllers.
    5 KB (499 words) - 23:25, 16 October 2004
  • ...egacy:Postal 2|Postal 2]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> [[Legacy:FPSPlayer|FPS
    696 B (80 words) - 15:26, 28 May 2004
  • ; [[Legacy:Controller|Controller]] Controller : ; bool bCanChangeSkin : ''True'' if the [[Legacy:Controller|Controller]] can change the skin of the of the [[Legacy:Pawn|Pawn]].
    34 KB (4,705 words) - 12:54, 7 April 2008
  • ; [[Legacy:GUIController|GUIController]] Controller : A reference to the [[Legacy:GUIController|GUIController]] object. This is
    5 KB (628 words) - 11:39, 21 November 2005
  • ; bool CriticalPlayer ([[Legacy:Controller|Controller]] Other) : Returns whether a player should be concidered a "critical player ...acy:NavigationPoint|NavigationPoint]] FindPlayerStart ([[Legacy:Controller|Controller]] Player, optional byte InTeam, optional string incomingName) :
    9 KB (1,295 words) - 19:56, 28 June 2007
  • //My custom player controller that needs to be set up. PC = myPlayerController(Controller.ViewportOwner);
    6 KB (903 words) - 04:40, 24 March 2009
  • ; string GetStatsIdentifier ([[Legacy:Controller|Controller]] C) [native final] : Returns the players login identifier (see [[Legacy:Un
    4 KB (594 words) - 15:43, 26 February 2006
  • ; [[Legacy:Controller|Controller]] FirstTouch : Who touched this objective first. ; array<[[Legacy:Controller|Controller]]> Assists : Other players who held it after FirstTouch.
    5 KB (576 words) - 14:34, 24 December 2005
  • ; bool bRegistered : Used as Default only. Tells if Controller has this style registered.
    3 KB (328 words) - 12:24, 16 December 2005
  • ...ollerCodes iCode ): Clicks Self if the Start button is pressed on the XBox controller
    830 B (101 words) - 19:35, 4 May 2006
  • ...using Level.GetLocalPlayerController. This will return the clients player controller. From there you simply need to get the location of the pawn. This will wo ...bclassing PlayerPawn and that's it... you need to subclass a proper player controller subclass (namely something like TMale1 or TMale2 which are children of Tour
    51 KB (8,829 words) - 09:53, 3 May 2008
  • if (Pawn(Owner).Controller.IsInState('GameEnded')) ...ctedStartFire( Mode, PredictionReplicationInfo(PlayerController(Instigator.Controller).GameReplicationInfo).PackageTimeStamp );
    18 KB (2,367 words) - 07:51, 11 April 2006

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