Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By : Rachel Cordone
Book Image

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

By: Rachel Cordone

Overview of this book

Unreal Development Kit is the free edition of Unreal Engine—the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.
Table of Contents (18 chapters)
Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – Casting Actor variables


The answer of course is casting. Let's set up a subclass of AwesomeActor and see how we can use it.

  1. Create a new file in our AwesomeGame/Classes folder and call it UberActor. Type the following code into it:

    class UberActor extends AwesomeActor
        placeable;
    
    function UberFunction()
    {
        `log("UberFunction was called!");
    }
    
    defaultproperties
    {
    }

    We're extending off of AwesomeActor and adding a function called UberFunction that will log when it is called. Remembering our inheritance, we don't need the sprite in the default properties because we will inherit it from AwesomeActor.

  2. Compile the code and open the editor. If we take a look in the Actor browser we'll see our UberActor underneath AwesomeActor in the class tree.

    Close the editor for now; we'll be spawning the UberActor directly so we can get an easy reference to it.

  3. In our AwesomePlayerController class, add the StartFire function again and spawn an UberActor into our MyAwesomeActor variable...