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  • ...y:Jailbreak|Jailbreak]] style mod) you can't do it with mutators. You need to have complete control over the game rules. That's where the [[Legacy:GameIn ...cy:TournamentGameInfo|TournamentGameInfo]] contains code that is universal to all of Unreal Tournament's game types. [[Legacy:DeathMatchPlus|DeathMatchPl
    4 KB (595 words) - 22:23, 21 May 2010

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  • ...oned contributors will at some point find it a home elsewhere in the Wiki. To get started, click the "Edit text of this page" link at the bottom of this This is the body text. Here's a link to the [[Legacy:New Contributors Quick Start|New Contributors Quick Start]] pa
    10 KB (1,782 words) - 16:24, 21 September 2005
  • ...m events at any time up to a second's resolution. DeathMatchPlus uses this to check and see if the TimeLimit has been hit in a game. ...t has to be done at less-than-a-second resolution. You must be careful not to perform CPU heavy behavior in Tick, because it is called so often.
    5 KB (847 words) - 18:26, 7 August 2003
  • ...h them. It only scratches the surface, however, because you have the power to use a multitude of inherited functions as well as interact with other objec ...dify the pawn's variables or perform some game logic on the pawn. Remember to call <code>Super.ModifyPlayer()</code> if you override this function. That
    4 KB (679 words) - 05:32, 14 May 2002
  • ...l Wiki has been granted permission to host it. Please don't make any edits to these pages other than basic formatting of the text: write on [[Legacy:Maki ...storms, embrace us now, <br />Lay waste the light of day, <br />Open gates to darker lands <br />We spread our wings and fly away.
    2 KB (316 words) - 11:44, 26 June 2010