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Type: Posts; User: EvilDrWong

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    Rand(Ceiling) and FRand() generate random...

    Rand(Ceiling) and FRand() generate random numbers. Rand returns an integer, and FRand returns a float from 0.0 to 1.0
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    For anyone else who is wondering: InstantFire is...

    For anyone else who is wondering: InstantFire is the class you extend to make non-projectile firemodes.
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    there is a caching system that records those...

    there is a caching system that records those important actor types. When you compile you will notice that at the end it says something about exporting <classname> successfully. There will be a...
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    A property to use a different package?...

    A property to use a different package? class'SomePackage.SomeWeapon' will work as long as SomePackage is loaded at compile time (whether its before the compiling package in the EditPackages list or...
  5. Use the Bump event instead of touch.

    Use the Bump event instead of touch.
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    if youre looking in UED, it probably isnt showing...

    if youre looking in UED, it probably isnt showing because its not a placeable actor.
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    yes it is. and Double Domination is...

    yes it is. and Double Domination is xGame.xDoubleDom
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    CIpen: Unless youre going to help, dont bother...

    CIpen: Unless youre going to help, dont bother replying okay? Replies that tell the OP to 'learn uscript' are extremely counterproductive. Do you expect people to learn this stuff with absolutely...
  9. Thread: Hover

    by EvilDrWong
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    But how will you learn?

    But how will you learn?
  10. How are you using the texRotator? If the texture...

    How are you using the texRotator? If the texture itself is animated, you dont need to script anything special, just assign the texture to the mesh and call it good...
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    Ok, when you say it that way: No, this is not...

    Ok, when you say it that way: No, this is not possible through UScript.
    Any sample bump maps or normal maps are artifacts Epic folks forgot to remove, as those are not features of UT2004's engine.
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    freecamera 1 will turn on the free-camera. The...

    freecamera 1 will turn on the free-camera. The bind hasnt ever worked, but its been there forever :p
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    you can fake it to a degree, but it wont be...

    you can fake it to a degree, but it wont be anywhere near as impressive as games that have it implimented engine-level.

    Heres a wiki page detailing some efforts...
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    1) OffsetIndex++ is the reason they fire 'in...

    1) OffsetIndex++ is the reason they fire 'in order'
    2) Uh... I dont quite follow. The array of vectors is the 'firing order,' so if you wanted it to go from left to right, you could just rearrange...
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    The differences arent going to be so huge that...

    The differences arent going to be so huge that itll ruin your life.
    Emitters are still in the engine, dunno what makes you assume they arent there. You just have to edit them through the Actor...
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    Well, take a look at how the DualFireOffset is...

    Well, take a look at how the DualFireOffset is applied.



    CurrentFireOffset = (WeaponFireOffset * vect(1,0,0)) + (DualFireOffset * vect(0,1,0));

    WeaponFireOffset is how far forward to push...
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    PHYS_Spider has been in the game since Unreal....

    PHYS_Spider has been in the game since Unreal. Its never really worked completely right, but I believe they had made a few changes in a recent patch to make it work better.
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    AFAIK this is the only way of dynamically...

    AFAIK this is the only way of dynamically influencing the game while its in operation from a non-game source

    http://wiki.beyondunreal.com/wiki/UdpLink
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    set input t debug eatmem

    set input t debug eatmem
  20. Yeah, we've all got it on our computer! Its...

    Yeah, we've all got it on our computer! Its called "Calculator"
    ;)
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    Is it too much to ask you to try it? with...

    Is it too much to ask you to try it?

    with regards to strings, ~= is case insensitive equality. Essentially checking both strings against eachother as if they were both caps (or lowercase, whatever...
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    strings are case sensitive. so TransLauncher is...

    strings are case sensitive. so TransLauncher is different than Translauncher.

    if(InventoryClassName ~= "XWeapons.Translauncher")
    thatll make it work
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    Clearly it hates you. You shouldnt have called...

    Clearly it hates you.
    You shouldnt have called it names when you were drunk. No, you DIDNT do that because you love it, you did it because you are a jerk.

    Clean up your act and maybe, just maybe,...
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    AttachToBone works on 'self' So if you want to...

    AttachToBone works on 'self'

    So if you want to have the pawn Other attach Hamburger to 'rhand', it would be


    Other.AttachToBone(Hamburger,'rhand');



    Also, with regards to...
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    bah! :o

    bah! :o
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