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 variables in Kismet


One thing we might want to know from Kismet is the current level of the weapon the player is holding. We could use this information to control the spawning of weapon upgrades, for instance. Let's see if we can do that:

  1. To do this, we'll create a new file in our Development\Src\AwesomeGame\Classes folder called AwesomeSeqAct_GetWeaponLevel.uc.

  2. Write the following code in the new file:

    class AwesomeSeqAct_GetWeaponLevel extends SequenceAction;
    
    event Activated()
    {
    }
    
    defaultproperties
    {
        ObjName="Get Weapon Level"
        ObjCategory="Awesome Game"
        VariableLinks.Empty
    }
  3. Now we'll need an UnrealScript variable to store the weapon level as well as a node that we can use in Kismet for it. First let's add the variable:

    var int WeaponLevel;
  4. Now let's add the variable link node. If we look in SequenceOp in UnCodeX, we can see that VariableLinks is an array of the SeqVarLink struct. Inside that struct are a lot of variables, but we're only concerned about...