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

Changing the default player sounds


The default player sounds, such as grunts, footsteps and impacts, are set up in UTPawnSoundGroup.UC (and by extension UTPawnSoundGroup_Liandri.UC since the UDK generic Bot is from the Liandri family).

In UTPawn.UC, line 5497: SoundGroupClass=class'UTGame.UTPawnSoundGroup' we get the definition for the file that sounds will be established in. This is found in the file's DefaultProperties. Further down, we get additional SoundCues given for ArmorHitSound=, SpawnSound=, TeleportSound=, and FallImpactSound=, all of which can be overridden in your MyPawn.UC file's DefaultProperties. We also have some control over the audible distance with MaxFootstepDistSq, and MaxJumpSoundDistSq.

In this recipe we won't be considering changes to the weapon sounds for the default player, but these are, similarly, set in the DefaultProperties of the appropriate weapon class.

Getting ready

In ConTEXT you can open multiple files, so open up the C:\UDK\~\Development\Src\UTGame\Classes...