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

Class modifiers


Class modifiers change the way a class behaves in the editor and in the engine. Two of them we have seen before, but let's go through them to see how they're used.

Class modifiers are always specified at the top of our class in the class declaration line.

Placeable

This one we've used before, it tells the editor that this class can be placed in the editor. This is useful for most objects such as lights, player starts, weapon spawners, and so on. Some things don't need to be placed in the editor such as our PlayerController or Pawn, since those are spawned by the game during play. Some things wouldn't make sense to be placeable, such as a HUD. Things like that aren't level-specific, they're spawned and assigned to the player during the game. Generally, placeable classes are only those things that are level-specific and need to be put in a specific place in the level.

We can see an example right in our own code with our AwesomeWeaponUpgrade class:

class AwesomeWeaponUpgrade extends...