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 – Setting up for the client function


The first thing we need to do is create a new map we can test with. The one we have is fine enough, but we need to change it a bit.

  1. Open AwesomeTestMap in the editor.

  2. Delete the entire Kismet.

  3. Optionally, delete all of the AwesomeEnemySpawners, TargetPoints , and other actors on the map. Be sure to leave the player start, the ground, and the lights.

  4. Save the map as AwesomeReplicationMap.udk and close the editor.

  5. Now we can start programming. Open AwesomePawn.uc in ConTEXT.

  6. We'll be using a Toggle Kismet action on our AwesomePawn, so we need to add the OnToggle function. For this experiment we don't need to worry about which input is being activated. For now, let's just put a log in the function:

    function OnToggle(SeqAct_Toggle InAction)
    {
        `log("I have been toggled!");
    }
  7. Compile the code and open AwesomeReplicationMap in the editor.

  8. Add a trigger near the player start.

  9. Double-click on the Trigger to open up its properties, and uncheck Display...