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 – RUN AWAY!


The first thing we need to do is figure out if the enemies are running away at all. Is what we're seeing happening on both the server AND the client?

  1. Let's change the RunAway function of AwesomeEnemy_Minion:

    simulated function RunAway()
    {
        `log("Run away!");
        GoToState('Fleeing');
    }

    This will let us know if this function is getting called.

  2. Let's also change the AwesomeEnemy class's Fleeing state:

        simulated function BeginState(Name PreviousStateName)
        {
            `log("Begin fleeing state!");
            MyMesh.SetMaterial(0, FleeingMat);
        }
  3. We should have our bases covered for debugging this, so let's see what happens. Compile the code and run it. Looks like we're getting the logs, but only on the server:

    [0050.61] ScriptLog: Run away!
    [0050.61] ScriptLog: Begin fleeing state!
  4. So the client is never receiving the RunAway function call, even though we changed it to simulated. The reason for this is that the RunAway function call is coming from the enemy spawner...