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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Wiki
- Smirftsch
- Administrator
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Wiki
In this section of the forums many things are being discussed, a lot of knowledge is being collected. Remember that digging through the forums is not always easy and can take a lot of time. If you have some good tips consider to add them into our wiki:
http://www.oldunreal.com/wiki/index.php?title=Unreal-Editing
http://www.oldunreal.com/wiki/index.php?title=Unreal-Editing
Sometimes you have to lose a fight to win the war.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Wiki
The instigator, of course... Instigator = guy that deals damage.Who is instigator in that case?
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Matrix224
- OldUnreal Member
- Posts: 740
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Wiki
Why not?
function SuperExplosion() {
HurtRadius(Damage*3.9, 240, 'jolted', MomentumTransfer*2, Location );
Instigator.SetLocation(Location);
Destroy(); }
Instigator is whoever spawned that projectile. When the superexplosion is called, anything within a certain radius takes damage, the instigator's location is set to the projectile's location, then the projectile destroys itself.
It looks as if it'd work fine.
function SuperExplosion() {
HurtRadius(Damage*3.9, 240, 'jolted', MomentumTransfer*2, Location );
Instigator.SetLocation(Location);
Destroy(); }
Instigator is whoever spawned that projectile. When the superexplosion is called, anything within a certain radius takes damage, the instigator's location is set to the projectile's location, then the projectile destroys itself.
It looks as if it'd work fine.
Last edited by Matrix224 on Tue Jun 09, 2009 1:21 am, edited 1 time in total.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Hellkeeper
- Global Moderator
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Re: Wiki
The wiki is [url=http://www.oldunreal.com/wiki/index.php?title=Main_Page]the big "wiki" link[/url] on the left menu. If you're looking for the specific Unreal Editing page, [url=http://www.oldunreal.com/wiki/index.php?title=Mapping]this is the one[/url].Hello.
So where is wiki page now?
You must construct additional pylons.
- Alien3674
- OldUnreal Member
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- Joined: Thu Aug 10, 2017 11:06 pm
- Location: Russia
Re: Wiki
Hello.
Are you planning to add a scripting section, not in the form of tutorials, but in the form of a description of functions and variables?
For example: Pavn.uk native function StopWaiting () - informs waiting AI or those already on it AI about the end of movement.
Are you planning to add a scripting section, not in the form of tutorials, but in the form of a description of functions and variables?
For example: Pavn.uk native function StopWaiting () - informs waiting AI or those already on it AI about the end of movement.
- Hellkeeper
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Re: Wiki
"You" doesn't really exist for a wiki. The admin doesn't decide what is to be done. Such a scripting section can exist as soon as someone scripting-savy decides to make it.
You idea reminds me of BeyondUnreal's Unreal Wiki, though.
You idea reminds me of BeyondUnreal's Unreal Wiki, though.
You must construct additional pylons.
- Alien3674
- OldUnreal Member
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- Location: Russia
Re: Wiki
"You" is not quite correct translation of Google translator. I apologize, probably did not say so.
I just wondered if the plans for such an implementation. Especially with the addition of the 227 version, as well as access to the source of the game.
Often, some functions have a native implementation. For example, class Pawn: var actor SpecialGoal (used by navigation AI) - although there is a comment that this variable is used natively, it is always empty. Or, for example, the FindPathToward function in the same class will not return navigation if the endpoint is under water and the creature cannot swim.
Maybe I don't understand something(
I just wondered if the plans for such an implementation. Especially with the addition of the 227 version, as well as access to the source of the game.
Often, some functions have a native implementation. For example, class Pawn: var actor SpecialGoal (used by navigation AI) - although there is a comment that this variable is used natively, it is always empty. Or, for example, the FindPathToward function in the same class will not return navigation if the endpoint is under water and the creature cannot swim.
Maybe I don't understand something(
- Hellkeeper
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Re: Wiki
It can happen, but for that we need someone both knowledgeable about this matter and desirous to make wiki pages about it.
You must construct additional pylons.