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

Function overriding in states


One question we might ask at this point is how can we have more than one Tick function in our class? Don't they interfere with each other? With states, each one can have functions operate differently, as with our use of Tick and how it changes depending on what state we're in. Functions can be changed in each state or ignored completely. We left TakeDamage alone, for instance, although we could have made an empty version inside the Fleeing state to keep the enemies from taking damage as they fled.

Taking a look at our updated AwesomeEnemy class, we can also see that functions don't even need to be in a state. With our TakeDamage function, as it's not in a state and not overridden in any state, it will operate the same way no matter what state the actor is in.

Red state, blue state, no state, new state?

Let's take a look at function overriding in states so we can understand how it works.