Cogito, ergo sum
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- ''The world becomes completely purple:S.'' ...uncher can lock while loading and homing missiles never miss (unless there's a wall in the way or something)''3 KB (429 words) - 07:24, 6 August 2004
- ...u have a surface selected when you change the current texture that surface's texture will also change. It can be quite easy to inadvertently change the ...indow always displays the name of the '''current texture''' followed by it's width and height in UEd units. e.g. Arch2 (256x128)4 KB (771 words) - 23:30, 28 August 2003
- ...er stems from their "natural" notation. [[Legacy:UnrealScript|UnrealScript's]] [[Legacy:Scripting_Operators|operator overloading]] provides a chance to ...AssociativeArrayIterator</tt> was designed to emulate the iterators in C++'s STL. So the iterator is a class that behaves like a pointer at a location i15 KB (2,381 words) - 13:23, 18 November 2005
- /* iterator's not equality comparison. Equality would be easy to write and6 KB (792 words) - 13:21, 18 November 2005
- ...:Iterator|iterators]]. The syntax used here is "close" to that used in C++'s STL. Traversing an unthreaded binary search tree in order requires keeping ...state of an iteration in progress. A stack of <tt>AssociativeArrayNode</tt>s.6 KB (805 words) - 17:49, 3 September 2003
- It's important to know that the PlayAnim and related functions don't get replica .... I decided to use boolean and integers that got replicated, then the pawn's Tick function would check the boolean and set the animation so it would use4 KB (629 words) - 10:59, 26 November 2006
- * [http://www.homestarrunner.com/sbemail.html Strongbad's e-mail] Trust me. Click on this link! * [http://www.riaa.com RIAA] aka, The "let's sue our customers" association. o_O2 KB (279 words) - 12:35, 11 December 2003
- ; Pickup (auto) : When the function Touch is called, the Other's <tt>Pawn.Controller.AwardAdrenaline( AdrenalineAmount )</tt> function is ca1 KB (165 words) - 17:06, 30 November 2005
- Mass=10.000000 //The pill's mass4 KB (401 words) - 17:05, 30 November 2005
- ...l scenes. [[Legacy:TexPanner|TexPanner]]s, [[Legacy:TexRotator|TexRotator]]s, and MaterialSequences are examples. ...to describe the motion path, and the [[Legacy:SceneManager|SceneManager]]'s Affect and/or AffectedActor properties are set to specify the object being6 KB (916 words) - 10:35, 13 March 2008
- ...ject, that second object's properties can be edited within the first's. It's an object that is created just to work within this actor: you can think of2 KB (402 words) - 08:18, 4 December 2006
- ...e (for the artillery and horses in the LawDogs mod). Instead of the player's original [[Legacy:Pawn|Pawn]] being hidden and the vehicle possessed, the o Another potential problem is that the player's pawn can encroach on other pawns whilst it is attached to the vehicle, tele8 KB (910 words) - 16:25, 17 November 2007
- * Ability to exchange Gibsons for U.S. Dollars and vice-versa via payment gateways. ...nova that documents the real economy created within the world of Everquest's Norrath.6 KB (910 words) - 02:56, 30 August 2005
- ; Kick (string S) : Finds the first player matching the string S and kicks them. ; KickBan (string S) : Finds the first player matching the string S and kicks and bans them.5 KB (628 words) - 03:58, 29 September 2004
- ...'real world' around here), I am a student and I work part time for my dad's small business developing accounting and inventory software on the AS/400. ...'m working on a mutator I've tentativly titled "Insanity" (hopefully there's no other mods with this name?). Basically it makes all the weapons 10x as2 KB (382 words) - 09:59, 27 February 2004
- local string s; s = string(name) $ " Couldn't find a valid cannon to fire on Target at: " $ s6 KB (922 words) - 16:26, 17 November 2007
- ...anted a little more realism for attachment, so I attached it to the player's Right Hand bone. This works great, as long as I'm not in first person view ...rson weapon meshes. It seems #2 would be decidedly more difficult, but it's something to try.7 KB (1,213 words) - 14:34, 14 April 2006
- ====Changing the AssaultRifle's Spread and Rate of Fire properties====3 KB (392 words) - 11:19, 25 December 2005
- Here's a link to the design document for my [[Legacy:Araes/Design Document|propose5 KB (914 words) - 16:27, 16 April 2004
- ...locations of high resources and manufacture the implements of their enemy's destruction as needed. ...added in a circular stair-case or ring pattern. The same would work for X's, strings, walls, spheres, ect...20 KB (3,402 words) - 04:05, 12 March 2004