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 – Creating a latent action


Latent actions have their own section under the SequenceAction tree, under SeqAct_Latent. Instead of creating an entirely new action, we'll move our Spawner Activation action here. We'll do this so we can create a timer instead of having to use delays on the inputs and outputs. Let's get started!

  1. First we need to create the timer. Let's do this in AwesomeGame. We'll start with the int variable at the top:

    var int NextWaveTimer;
  2. Now let's change the StartWave function:

    function StartWave(int WaveSize, int WaveTimer)
    {
        local AwesomeEnemy AE;
    
        foreach DynamicActors(class'AwesomeEnemy', AE)
            AE.Destroy();
    
        EnemiesLeft = WaveSize;
        NextWaveTime = WaveTimer;
    
        Broadcast(self, NextWaveTime);
        SetTimer(1, true, 'WaveCountdown');
    }

    We've added a new parameter to take the desired countdown time, then set it to our new variable and called a repeating timer for WaveCountdown, which we'll write next. We also broadcast the time left, similar...