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

The super


From our lessons on inheritance, we know that when we override a function we completely change the functionality of it. But what if we still want the functionality of the superclass, we just want to add to it? We've used it before, so let's talk about the super real quick.

Calling the super executes the function in the superclass. When we used PostBeginPlay in AwesomeGame for instance, we started by writing it like this:

simulated function PostBeginPlay()
{
    super.PostBeginPlay();
}

Instead of completely overriding it and emptying it out, this has the same effect of not having PostBeginPlay in our class at all since all we're doing is calling the superclass's version. With that in place we started to add more functionality.

There are instances where we wouldn't want the superclass's version of the function to run at all, so we wouldn't use the call to the super. If, for example, we had a Projectile class, the event called HitWall calls the Explode function. But what if this particular...