Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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  • |[[Legacy:Weapon (UT)|Weapon (UT)]] ...tly active. (See also the bOwnsCrosshair property in [[Legacy:Weapon (UT)|Weapon (UT)]].)
    8 KB (1,317 words) - 18:38, 4 November 2015
  • ...still, but will launch in a wider spread, making it a powerful short-range weapon, and capable of covering a wide area while retreating, but not very effecti
    20 KB (3,507 words) - 02:46, 5 August 2003
  • ; THROWWEAPON : This command throws your current weapon to the ground. ; RELOAD : This command can be used to reload the current weapon. Not implemented in all Unreal Engine games although available for mods.
    2 KB (288 words) - 19:23, 25 August 2006
  • ...lass> with 'zone' to edit the zone your player is in, 'weapon' to edit the weapon you are holding, and 'pawn' to edit your current player. Be careful as you ...slowly dragged me down to the ground after one activation, so I think the weapon works by forcibly creating a GravityZone with a KillZone in the middle. Thi
    5 KB (837 words) - 12:47, 4 September 2014
  • ...were moving when the command was entered. You can only move in this mode; weapon fire does not work. You can, however, pick up / capture the flag in CTF and
    5 KB (797 words) - 11:52, 27 September 2007
  • ==Weapon pickups== ...lly the class name as listed above, summons the projectile that particular weapon shoots. To summon a Redeemer projectile, for example, enter ''summon xweapo
    6 KB (741 words) - 13:15, 22 October 2009
  • Object=(Name=TestPak,Class=Class,MetaClass=Engine.Weapon) ...later modification. You can start that way too. If you want to rename the Weapon classes, you have to rename the files but also the file's content. Example:
    8 KB (1,399 words) - 12:58, 16 December 2005
  • ..._Properties_For_Weapons Weapon Properties] )and relates to positioning the weapon model on screen ...>.u (see [http://wiki.beyondunreal.com/wiki/Default_Properties_For_Weapons Weapon Properties])
    6 KB (1,083 words) - 02:45, 5 August 2003
  • ...I'm pretty sure I know exactly what I have to do, I've been looking at the weapon loading class for some bits.
    5 KB (898 words) - 15:01, 31 October 2003
  • - BioRocket - '''For the new weapon''' Weapon.AttachToBone(FlashEmitter, 'tip');
    4 KB (380 words) - 00:23, 8 August 2003
  • [[Legacy:Weapon|Weapon]] -> [[Legacy:Minigun|Minigun]] ...y:How UT2003 Weapons Work/Firing A Weapon|How UT2003 Weapons Work/Firing A Weapon]].
    7 KB (1,086 words) - 08:10, 8 December 2005
  • Weapon
    37 KB (1,854 words) - 15:01, 10 January 2005
  • ...is lost – and so, unfortunately, is the code to change the starting weapon. ==Step 2: Giving the Weapon to the Player==
    5 KB (804 words) - 05:44, 7 April 2010
  • ...new weapon and you want to use it in a game. To do this, we create a new weapon [[Legacy:Mutator|Mutator]] and override the CheckReplacement() function. T ==Second: Swap weapon bases/pickups/etc in CheckReplacement() ==
    6 KB (864 words) - 11:58, 3 November 2009
  • ...decided to call their maps "Battle Arena" if there is no cover and no good weapon or health placement, because then a deathmatch turns into a confused mess o This portal gun works more like the original weapon from Portal. The Portals are instant-hit, and you can manage each one separ
    12 KB (2,198 words) - 11:23, 6 February 2008
  • Configurable Weapon Lockers are placeable actors designed for UT3. Configurable Weapon Lockers are meant to address two main issues:
    9 KB (924 words) - 20:35, 8 February 2008
  • ; string DamageWeaponName : Weapon that caused this damage. ; bool bInstantHit : Done by trace hit weapon.
    8 KB (1,029 words) - 05:40, 13 June 2006
  • ...pon and player meshes. The Arena mutators thereby force the pre-caching of weapon meshes that are not even used. ...LadderInventory]], and destroys all other inventory objects. The player's weapon and selected item are set to <tt>None</tt> and the function <tt>AddDefaultI
    12 KB (1,677 words) - 17:42, 3 January 2017
  • ...&ndash; meshes seen by the player in the game that have no AI and are not weapon or inventory pickups. Many decorations are static, but a certain level of
    4 KB (636 words) - 14:38, 12 September 2006
  • ...[Legacy:Actor|Actor]] >> [[Legacy:Inventory|Inventory]] >> [[Legacy:Weapon|Weapon]] >> CustomWeapon }} ...from every class in your tree are available there as well. In the case of Weapon bJustTeleported ([[Legacy:Actor|Actor]]) and bMovable ([[Legacy:Actor|Actor
    8 KB (1,284 words) - 12:36, 25 February 2007

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