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  • [[Legacy:How UT2003 Weapons Work|How UT2003 Weapons Work]]: Projectile Weapons [[Image:Legacy_projectilefireflow.jpeg|center|Projectile Fire Flowchart]]
    5 KB (790 words) - 20:58, 9 January 2004
  • {{classbox| [[Legacy:Actor|Actor]] >> Projectile}} ; float Speed : Initial speed of projectile.
    3 KB (390 words) - 12:04, 10 October 2005
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Projectile (Package: Engine)}} ...as indepentant entities, as opposed to instantfire weapons. A delayed-hit projectile that moves around for some time after it is created.
    3 KB (318 words) - 11:51, 23 January 2006
  • The following code can be used to accurately determine the direction that a projectile should be fired at in order to collide with the target. /*Calculate aiming ideal rotation for firing a projectile at a potentially moving target (assumes pawn physics)
    14 KB (2,282 words) - 03:37, 27 July 2004
  • 24 B (3 words) - 03:05, 14 January 2010
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    5 KB (583 words) - 10:11, 17 May 2008
  • {{UE1:Projectile (U1)}}
    23 B (3 words) - 10:12, 17 May 2008
  • Projectile. A delayed-hit projectile moves around for some time after it is created.
    3 KB (348 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile moves around for some time after it is created.
    3 KB (386 words) - 00:21, 2 August 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (482 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    4 KB (514 words) - 10:10, 17 May 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    5 KB (526 words) - 10:10, 17 May 2008
  • A delayed-hit projectile that moves around for some time after it is created. Set during {{tl|PostBeginPlay}}() to prevent the projectile from causing a splash effect at spawn-time.
    8 KB (982 words) - 15:29, 28 November 2008
  • Projectile. A delayed-hit projectile that moves around for some time after it is created.
    9 KB (1,010 words) - 03:38, 16 August 2009
  • {{category subclasses|Projectile|Actor|UE1}}
    44 members (13 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Projectile|Actor|UE1}}
    36 members (10 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Projectile|Actor|UE2}}
    19 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Projectile|Actor|UE2}}
    5 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Projectile|Actor|UE1}}
    59 members (18 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Projectile|Actor|UE2}}
    21 members (8 subcategories, 0 files) - 08:39, 23 May 2008

Page text matches

  • Example class pages: [[UE1:Actor (UT)]], [[UE2:Projectile (UT2004)]], [[UE3:Light (UT3)]]
    3 KB (489 words) - 05:00, 10 October 2008
  • ..., resized and converted to my vehicle static mesh package, and use it as a Projectile, that travels a very short distance, at a high rate of speed and Batters wh I've tried making it in over 5 different ways now, projectile, emitter, pawn, actor, u name it, i tried it, all worked but with same disa
    22 KB (3,720 words) - 18:34, 29 December 2015
  • ...eActors set. An example of a colliding, but non-blocking object would be a projectile or a trigger. They know when they touch something, but do not natively inte
    7 KB (1,085 words) - 15:38, 15 August 2010
  • var class<Projectile> ProjectileClass; ...nal, i.e. it can be overridden in subclasses now. E.g. [[Legacy:Projectile|Projectile]] utilizes this fact to implement UT2003's DelayedHurtRadius() function as
    10 KB (1,248 words) - 09:41, 26 May 2006
  • * [[Legacy:Projectile|Projectile]]
    5 KB (572 words) - 19:50, 9 August 2010
  • +- [[Legacy:Projectile|Projectile]] ''(not expanded)''
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e Collision Hull : Used to create invisible brushes that block players and projectile. See [[Legacy:Invisible Collision Hull|Invisible Collision Hull]].
    3 KB (429 words) - 06:57, 26 November 2006
  • * [[Legacy:Projectile (UT)|Projectile (UT)]]
    3 KB (465 words) - 01:50, 7 April 2006
  • +- [[Legacy:Projectile (UT)|Projectile (UT)]] ''Not expanded''
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ...such as [[Legacy:Effects (UT)|Effects (UT)]] and [[Legacy:Projectile (UT)|Projectile (UT)]]s do have a definite LifeSpan.
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...or|Actor]] HitWall) : Called when the actor hits a fall. ( NB, defined for projectile actors only and called from within touch() if the touching actor has blocka
    18 KB (2,644 words) - 13:49, 2 May 2022
  • ; class<[[Legacy:Projectile|Projectile]]> ProjectileClass : The projectile type for the ammunition. ...or Dir ) : Sutracts one ammunition and then spawns the [[Legacy:Projectile|Projectile]] for the weapon at the [[Legacy:Vector|vector]] and [[Legacy:Rotator|rotat
    4 KB (543 words) - 19:20, 28 November 2006
  • ...odel, the green long one. You could use that in another effect or a "fake" projectile which would have 0 damage with a bit of adjusted code. This approach might
    7 KB (1,213 words) - 15:34, 14 April 2006
  • *At least one weapon of both projectile and beam types for each each weapon class. ...nd to its class and there are several variations within the basic beam and projectile classes.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • +- Projectile
    9 KB (800 words) - 12:52, 14 November 2009
  • +- [[Legacy:Projectile|Projectile]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ; vector VehicleProjSpawnOffset : Projectile spawn offset.
    7 KB (741 words) - 19:12, 8 April 2006
  • ** Perhaps the Redeemer-Projectile-Explosion can jump in here?
    1 KB (226 words) - 03:44, 5 August 2003
  • ...? ok so that wasnt a good way to word that, here's a better way to put it: projectile hits the player -> how would i figure out which bone(s) of the mesh it woul
    11 KB (1,478 words) - 15:22, 20 April 2007
  • ...oop. When it performs its Poop behavior, we will want a separate Actor, a Projectile, to spawn at the appropriate place and drop to the ground. ...the effects, the NaliCowPoop, we will use make a custom subclass from the Projectile class, BioGlob.
    67 KB (8,400 words) - 21:20, 3 February 2006

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