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  • ...ser (making sure that "Placeable classes only?" is unchecked), navigate to Inventory > Weapon > [StockWeaponOfChoice] --Inventory > DroppedPickupClass & PickupClass needs to be set to your pickup class, wh
    3 KB (546 words) - 03:51, 5 January 2019
  • ...f you open the properties for Actor/Inventory/Weapon/DC17mSniper and Actor/Inventory/Weapon/DC17mSniper/DC17mSniperMP and open the Weapon tab you'll see that th
    5 KB (821 words) - 16:41, 24 September 2023
  • --Inventory > Weapon : These are stats of the base weapon, such as FireSound and ShotDe --Inventory > Ammunition : These are the stats of the actual "thing" that is fired and
    7 KB (1,208 words) - 17:04, 6 January 2019
  • ***[[Inventory]]
    5 KB (313 words) - 10:52, 14 May 2021
  • ...--> Switches to best weapon in your inventory ...--> list your inventory
    30 KB (2,128 words) - 18:16, 26 April 2021
  • local Inventory Inv; for( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory )
    13 KB (1,385 words) - 19:43, 11 April 2021
  • ...or: 100, ZoneInfo: 4, GameReplicationInfo: 4, PlayerReplicationInfo: 2, or Inventory: 8). In a nutshell, if the client needs to know about it, they will. All inventory is relevant to the client, as is all nearby players. All projectiles and we
    106 KB (18,196 words) - 06:24, 17 October 2017
  • ...good way to get started is by printing out the "Actor", "Object", "Pawn", "Inventory", and "Weapon" scripts. ...though its Owner variable can refer to any Actor. So a common theme in the Inventory code is to cast Owner to a Pawn, for example:
    85 KB (13,415 words) - 18:19, 8 July 2021
  • var Inventory Inventory; // Inventory chain. Inventory;
    69 KB (8,070 words) - 18:51, 11 April 2021
  • SubtitleText[3208]="Clone Advisor 1: Your grenade inventory is tracked here on your visor."
    130 KB (15,840 words) - 09:20, 22 October 2022