Book Image

Unreal Development Kit Beginner's Guide

By : Richard Moore
Book Image

Unreal Development Kit Beginner's Guide

By: Richard Moore

Overview of this book

Unreal Development Kit (UDK) is the free version of the award-winning Unreal Engine 3. It is used to create a wide variety of games ranging from amateur to professional standard next generation AAA titles. This book will show you exactly how to create an enjoyable and immersive game environment using the UDK. You will learn how to implement, level design, lighting, environmental effects, movement, terrain, map creation, item placement, kismet, materials and complex event sequences. You will work through the level design process from navigating round the editor to learning how to develop a fully playable environment. You will quickly master all of the engine’s key tools that are accessible through Unreal Engine 3. You will then start putting together your first level using step-by-step instructions. Next we will implement real world features such as dynamic lighting and shadows, particle effects, physics, terrain, item placement and advanced AI/bot pathing. Finally you will learn how to use UDK’s cutting edge high level scripting. By the end of this book you will be equipped with the skills to create an entertaining and imaginative game world.
Table of Contents (17 chapters)
Unreal Development Kit 3
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Pop Quiz Answers
Index

Time for action – placing jump pads


Jump pads launch the player into the air, ultimately to come down at a specified location.

  1. To create a jump pad, you need to place a jump pad base and then tell it where the player is supposed to land. But first, modify your level so that one of the rooms has a ledge or a platform that is big enough to run around on.

  2. Placing a jump pad is the same as placing any pickup. It's in the Actor Classes browser under Navigation point. It's called UTJumpPad. Create one next to your ledge, about 128 units out.

  3. Also place a navigation point on top of the ledge; the jump pad will eventually lead here:

  4. We specify the jump pad's target in its properties window, similar to how we specified what weapon a weapon pickup will spawn.

    Open up the jump pad's properties window, and open up the UTJumpPad category. Aha! There's a box labeled Jump Target and a few other controls, which I'll let you explore on your own, once the whole thing is hooked up.

    What we need to do is plug our...