Book Image

Unreal Development Kit Game Design Cookbook

By : Thomas Mooney
Book Image

Unreal Development Kit Game Design Cookbook

By: Thomas Mooney

Overview of this book

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined ñ assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.
Table of Contents (17 chapters)
Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Making Bots follow a path


In this recipe we'll make Bots follow a patrol then, when they are shot, make them try and hide. This introduces some essential control for AI path following.

Getting ready

Open the map Packt_04_PathFollowing_Start.UDK. The lesson continues on from the previous one.

How to do it...

  1. Open the Sub-Sequence Enemies. Here add a New Action | AI | Move to Actor. A Move to Actor action is for getting the Target object (which must be a pawn's Object Variable) to make its way to another game object, which is a path goal such as a PathNode, a JumpPad, a Trigger, or even the player. Add the Named Variable Bot as the Target of the Move to Actor.

  2. In the scene, go to the Edit menu and choose Find Actors. From the list select Pathnode_0, Pathnode_7, Pathnode_1, and Pathnode_6. Press Go To.

  3. In Kismet, right-click on the Destination nub of the Move to Actor, and choose New Object Vars Using Pathnode... to add all four selected actors at once.

  4. For the Look At nub of the Move to Actor, assign...