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 – Using Kismet


This section is mostly going to take place in the editor, so let's fire it up and get to work!

  1. Start up the editor, then open AwesomeTestMap.

  2. We'll start with some simple Kismet at first, so let's open up the Kismet window by pressing the green K button in the top toolbar:

  3. The Kismet window will open. Let's see what's going on here:

The main gray area with the binary on the right side is the workspace where the Kismet actions and events are placed and linked together. At the bottom left, we have the Properties panel where the editable variables of the actions and events can be changed, exactly the same way we've done with Actor classes. Finally to the bottom right is the Sequences panel. If we had multiple streamed levels or groups of Kismet actions combined into sub-sequences, we would select the different Kismet sequences here.

  1. Let's start with something simple. We can create the Kismet version of the Hello World program pretty easily, so let's do that. Right...