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- ==Changing the Pawn Class for Your Bot== If your mod just makes changes to the player pawn that don't require any difference in AI from what ships with UT2004, then y709 B (102 words) - 12:05, 20 December 2005
- {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Pawn (Package: Engine)}} See [[Legacy:Pawn (UT)|Pawn (UT)]] for the UT version of this class.19 KB (2,341 words) - 22:41, 22 May 2015
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / AI Functions}} '''Note:''' This page was written for the UT version of the [[Legacy:Pawn|Pawn]] class.8 KB (1,226 words) - 11:00, 9 January 2006
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] (Audio Functions)}} ...age, name damageType, int Mult) : Called to play the "ouch" sound when the pawn takes damage.2 KB (245 words) - 16:29, 10 July 2003
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Event List}} ...using ''movetoward'' with bAdvancedTactics true, to temporarily modify the pawn's destination.5 KB (687 words) - 07:13, 2 September 2007
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Other Functions of Great Use and Interest (honest guv)}} ...alled from the PreBeginPlay() function to add the new pawn to the [[Legacy:Pawn (UT)|PawnList]].7 KB (998 words) - 16:31, 10 July 2003
- ...[[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] – Graphics and Animation Functions}} ...display properties render style, texture, whether light should affect this Pawn and whether to use environment mapping for the texture. See [[Legacy:Color4 KB (543 words) - 16:21, 10 July 2003
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Inventory Functions}} ...T)]] NewItem ) : This function adds the item passed to the function to the pawn's inventory if the item is not already within the inventory. The function2 KB (309 words) - 23:07, 25 April 2002
- {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Pawn (UT)|Pawn (UT)]] / Movement Functions}} ...ual point in space rather than a displacement vector to be travelled. The pawn will travel at the speed * groundspeed or use groundspeed itself if no valu4 KB (558 words) - 16:27, 10 July 2003
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> Pawn (Package: Engine)}} ...pensive <tt>AllActors</tt> [[Legacy:Iterator|iterator]] loop to access all Pawn actors, traveling this list is much more efficient:4 KB (703 words) - 14:35, 17 November 2005
- ;dormant : '''''0/1 [1]''''' toggle whether NPC (Pawn and Controller) is dormant (bStasis=true and Physics=PHYS_None) [1] means s ...ame slot''''' play sound belonging to the specified group from named pawn's sound table...32 KB (1,962 words) - 16:27, 3 January 2006
- ...[[Legacy:Object (DX)|Object (DX)]] >> [[Legacy:Actor (DX)|Actor (DX)]] >> Pawn (Engine)}} Pawn, the base class of all actors that can be controlled by players or AI.5 KB (746 words) - 22:02, 9 February 2004
- [[Legacy:Pawn (DX)|Pawn]]3 KB (294 words) - 11:41, 14 November 2009
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29 B (3 words) - 16:33, 8 April 2008
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29 B (3 words) - 16:31, 8 April 2008
- {{UE1:Pawn (U1)}}17 B (3 words) - 09:12, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. how much time pawn can go without air (in seconds)8 KB (985 words) - 09:10, 17 May 2008
- Pawn, the base class of all actors that can be controlled by players or AI. how much time pawn can go without air (in seconds)8 KB (1,006 words) - 09:10, 17 May 2008
- {{UE1:Pawn functions (U1)}}27 B (4 words) - 09:12, 17 May 2008
- | class = Pawn {{code|native(531) final function {{cl|Pawn}} '''PickTarget''' (out [[float]] '''bestAim''', out [[9 KB (1,011 words) - 09:10, 17 May 2008
Page text matches
- ...fectPawns (const) : Optimisation - only test overlap against [[Legacy:Pawn|Pawn]]s. Used for influences etc. ; [[Legacy:Pawn|Pawn]] Instigator : Pawn responsible for damage caused by this actor.11 KB (1,436 words) - 10:56, 3 June 2006
- ...ren't actors and can't move. What this actually refers to is [[Legacy:Pawn|Pawn]]s: bots, human players, and monsters. Pawns are exempted from colliding un ...ng Volume > BlockedClasses > Add > Pawn''' which will add ''' Class'Engine.Pawn' '''to the BlockedClasses list.7 KB (1,085 words) - 14:38, 15 August 2010
- ; MAXSTEPHEIGHT = 35.0 : Maximum step height walkable by [[Legacy:Pawn (UT)|Pawn (UT)]]s.349 B (44 words) - 12:14, 13 November 2002
- ...vect(0,0,1)) and it is only used for classes inherited from [[Legacy:Pawn|Pawn]]. ; Trigger( [[Legacy:Actor|Actor]] Other, [[Legacy:Pawn|Pawn]] EventInstigator ) [event] : Called when this actor's [[Legacy:Event|Event38 KB (5,274 words) - 20:14, 6 April 2016
- ...erEvent (name EventName, [[Legacy:Actor Other|Actor Other]], [[Legacy:Pawn|Pawn]] EventInstigator) [simulated] ...erEvent (name EventName, [[Legacy:Actor Other|Actor Other]], [[Legacy:Pawn|Pawn]] EventInstigator) : TriggerEvent is a [[Legacy:Simulated Function|simulate10 KB (1,248 words) - 08:41, 26 May 2006
- | style="text-align: center" |Pawn4 KB (533 words) - 21:56, 18 January 2006
- * [[Legacy:Pawn|Pawn]]5 KB (572 words) - 18:50, 9 August 2010
- ...and you find an AlarmTag tab. Enter the tag of the AlarmTag you want this pawn to act towards. An AlarmTag is, as the name kinda reveals, an actor that th ...im played when the pawn is alarmed: enter the name of an animation for the pawn's model. To see available animations, look in the [[Legacy:Mesh Browser|Mes3 KB (427 words) - 15:26, 21 April 2006
- function bool RestartPlayer(Pawn aPlayer)7 KB (1,187 words) - 17:28, 20 July 2013
- I just fixed some "Access None"s and no I spawn each player with a "ghost" pawn, which is invicible. Whenever, it collides with empty body pawns the PC tak ...ls|Mod_Ideas/DevTools]] All you have to do is move your crosshair over the pawn!2 KB (285 words) - 19:34, 8 September 2003
- ** [[Legacy:Pawn (UT)/AI Functions|Pawn (UT)/AI Functions]]7 KB (972 words) - 05:56, 8 January 2011
- ...icationInfo]] like Unreal monsters or the turrets. Every time a non-player pawn (neither Bot nor PlayerPawn) kills a player an Accessed None error is logge1 KB (203 words) - 11:25, 16 September 2002
- +- [[Legacy:Pawn|Pawn]] '''[3]''' Expanded on Pawn... will start to go into more detail as i get my head around it...same with19 KB (2,280 words) - 04:05, 19 May 2007
- ...ut only if the Pawn's <tt>bIsPlayer</tt> property is <tt>True</tt> and the Pawn's <tt>ReducedDamageType</tt> property is not 'All'.<br /> When building the list of armor items ''every'' item in the Pawn's inventory list is checked even if its <tt>bIsAnArmor</tt> is <tt>False</t4 KB (659 words) - 16:10, 28 May 2002
- ; [[Legacy:Pawn (UT)|Pawn (UT)]] Leader[4] : Current leader of each team. (used by [[Legacy:Bot (UT)| ; RemoveFort ([[Legacy:FortStandard|FortStandard]] F, [[Legacy:Pawn (UT)|Pawn (UT)]] Instigator) :3 KB (445 words) - 13:03, 2 September 2004
- * [[Legacy:Pawn (UT)|Pawn (UT)]] – Actors that move indepentently (monsters, players etc.)3 KB (465 words) - 00:50, 7 April 2006
- +- [[Legacy:Pawn (UT)|Pawn (UT)]]19 KB (1,790 words) - 23:29, 27 May 2007
- ...y:Toolbar|toolbar]] at the top of the Editor window. It looks like a chess pawn.3 KB (494 words) - 14:43, 18 March 2004
- ...will be successful. For example, this is ''True'' for [[Legacy:Pawn (UT)|Pawn (UT)]]s and ''False'' for [[Legacy:Inventory (UT)|Inventory (UT)]] items. ...actor should not be displayed. Obviously, things like [[Legacy:Pawn (UT)|Pawn (UT)]]s are not hidden, but [[Legacy:Triggers (UT)|Triggers (UT)]] are.8 KB (1,304 words) - 15:31, 18 April 2006
- ...of MakeNoise should have an Instigator if they are not [[Legacy:Pawn (UT)|Pawn (UT)]]s. ; Trigger ([[Legacy:Actor|Actor]] Other, [[Legacy:Pawn (UT)|Pawn (UT)]] EventInstigator) : Handled in subclasses.18 KB (2,644 words) - 12:49, 2 May 2022