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 – Detecting collisions to give our Pawn damage


As the physical representation of the player, the Pawn class uses the function TakeDamage to subtract from our health, give us any momentum the weapon used has (such as rockets pushing us away when they explode), and tells the game what type of damage it was so it can play the appropriate effects and send the right death messages. We'll call that function from another function we're going to use, Bump.

  1. While in the real world using Bump resurrects old forum threads, in the UDK it lets us know when two actors that have bBlockActors set to true run into each other. First, let's set a damage amount in our TestEnemy class. Add this variable to TestEnemy:

        var float BumpDamage;

    And give it a value in the default properties:

        BumpDamage=5.0
  2. Now let's add the Bump function to our AwesomePawn:

    event Bump(Actor Other, PrimitiveComponent OtherComp, vector HitNormal)
    {
        `log("Bump!");
        if(TestEnemy(Other) != none)
            TakeDamage...