Index
A
- abstract base class
- abstract mofdifier
- about / Abstract
- using / Time for action – Using abstract
- accessed none
- debugging / Accessed none
- dealing with / Time for action – Dealing with Accessed None
- fixing / Time for action – Fixing an Accessed None, What just happened?
- using, in function parameters / Time for action – Accessed None in function parameters, What just happened?
- Activated event / Time for action – Creating Kismet actions
- Activated function / Time for action – What condition my condition was in
- ActivateSpawners function / Time for action – Calling custom functions, Time for action – Using local variables, Time for action – Expanding Awesome Game
- Actor
- component, adding to / Time for action – Adding a Component to an Actor, What just happened?
- actors
- versus objects / Actors versus objects
- versus local variables / Actors as local variables
- used, as local variables / Time for action – Using Actors as local variables
- Actors, as variables
- about / Actors as variables
- experimenting with / Time for action – Experiments with Actors as variables
- actor variable errors
- Actor variables
- ActorX tool
- about / Binaries
- AddAmmo function / Time for action – Creating the weapon branch
- about / What's your function?
- AdjustProjectile function / Time for action – Accessed None in function parameters
- aForward
- about / Time for action – No, my left!
- AltAccel
- about / Time for action – No, my left!
- AltAccel value
- about / Time for action – No, my left!
- Altitude / Enums
- ALT_Space / Enums
- ALT_Surface / Enums
- ALT_Underground
- about / Time for action – Using enums
- AmmoType class / Notplaceable
- AND operator / Logical operators
- AnotherWeaponVariable / Time for action – Experiments with Actors as variables
- ArmsMesh array / Time for action – Customizing the Pawn class
- arrays
- about / Arrays
- using / Time for action – Using arrays, What just happened?
- copying / Have a go hero – Copy an array
- aStrafe
- about / Time for action – No, my left!
- Attacking state / Time for action – Writing a state, Time for action – Switching states, Time for action – Calling non-state functions, Time for action – Unbreaking the game
- Attack of Schellenberg
- about / Attack of Schellenberg
- abstract base class, creating / Time for action – Creating the abstract base class, What just happened?
- boss class, spawning / Time for action – Creating and spawning the boss, What just happened?
- boss class, creating / Time for action – Creating and spawning the boss, What just happened?
- boss version, writing / Time for action – I like you, I kill you last, What just happened?
- rage mode. activating / Time for action – Rage mode activate, What just happened?
- subclassing / Have a go hero – Subclassing
- auto keyword / Time for action – Switching states, Keywords
- AwesomeActor / Time for action – Setting up AwesomeGame
- AwesomeActor class / Booleans, Time for action – Creating the weapon branch
- AwesomeBoss / Time for action – Unbreaking the game
- AwesomeBoss.uc / Time for action – Bossing around
- AwesomeComponentActor class / Time for action – Adding a Component to an Actor
- AwesomeEnemy / Time for action – Unbreaking the game
- AwesomeEnemy class
- about / Time for action – Writing a state, Time for action – BeginState
- functions / Time for action – Writing a state
- AwesomeEnemySpawner / Time for action – Using Actors as local variables
- AwesomeEnemySpawner actors / Time for action – Using Actors as local variables
- AwesomeEnemySpawner class / Time for action – Using function parameters, Time for action – Writing a state, Time for action – Switching states
- AwesomeEnemySpawners / Time for action – Preparing for brokenness
- Awesome Game
- design document / Awesome Game quicky design document
- about / Awesome Game quicky design document
- expanding / Time for action – Expanding Awesome Game
- fixing / Fixing Awesome Game
- player, unbreaking / Time for action – Unbreaking the player, What just happened?
- unbreaking / Time for action – Unbreaking the game
- best practices / Best practices
- AwesomeGame
- setting up / Time for action – Setting up AwesomeGame, What just happened?
- expanding / Time for action – Expanding AwesomeGame
- AwesomeGame class / Time for action – Switching states
- AwesomeGun.uc / Time for action – Making a custom weapon
- AwesomeGun class
- MyInt variable, adding / Time for action – Experiments with inheritance
- AwesomeHUD class / Time for action – Making the GameReplicationInfo
- AwesomeHUD event / Time for action – Using the HUD
- AwesomeInfo class / Time for action – Components as variables
- AwesomeMap.udk / Time for action – Compiling and testing AwesomeActor
- AwesomePawn class / Time for action – Writing a state, Time for action – Creating a toggleable flashlight
- AwesomePlayerController / Time for action – Experiments with function overriding, Time for action – Experiments with Actors as variables, Time for action – Using abstract
- AwesomePlayerController class / Time for action – Creating a toggleable flashlight
- AwesomeReplicationMap / Time for action – Setting up for the client function
- AwesomeTestMap
- AwesomeWeapon.uc / Time for action – Creating the weapon branch
- AwesomeWeapon class / Time for action – Creating the weapon branch, Time for action – Using abstract
- about / What's your function?
- AwesomeWeaponUpgrade / Time for action – Creating the weapon branch
- AwesomeWeaponUpgrade actors / Time for action – Expanding AwesomeGame
- AwesomeWeaponUpgrade class / Placeable, Notplaceable
- AwesomeWeapon_RocketLauncher / Time for action – Using abstract
- AwesomeWeapon_RocketLauncher class / Time for action – Modifying the projectile
B
- bAlwaysRelevant / Replication variables
- BaseEngine.ini / What just happened?
- bAttacking variable / Time for action – Unbreaking the game
- bAutoActivateOutputLinks / Time for action – What condition my condition was in
- bBlockActors / Time for action – Detecting collisions to give our Pawn damage
- bCheeseburger / Time for action – I'd like to return this please
- bCollideActors / Time for action – Creating the weapon branch
- BeginState
- about / BeginState, Time for action – BeginState
- BeginState functions / Time for action – Unbreaking the game
- best practices
- Awesome Game / Best practices
- bFrozen variable
- bHasImpulse variable / What just happened?, Time for action – What condition my condition was in
- Binaries folder
- bInvulnerable / Time for action – Detecting collisions to give our Pawn damage
- bIsItRaining
- about / Time for action – Using booleans
- bNetDirty / Time for action – Unbreaking the game, Replication variables
- bNetInitial / Replication variables
- bNetOwner / Replication variables
- bNoCrosshair variable / Time for action – Experiments with function overriding
- bNotRaining / Time for action – Using logical operators
- boolean bFlashlightOn variable / One state to bind us all
- boolean variables
- bOwnerNoSee / Time for action – Experiments with function overriding
- bPlayersOnly variable / Time for action – Our first Kismet event
- bReplicateInstigator / Replication variables
- bReplicateMovement / Replication variables
- BrokenActor / Time for action – A new script package
- BrokenActor.uc / What just happened?
- BrokenGame / Time for action – A new script package
- BrokenMap / Time for action – A new script package
- bScoreDeaths / Time for action – Expanding AwesomeGame
- bSkipActorPropertyReplication / Replication variables
- bSpawnBoss / Time for action – Making the GameReplicationInfo
- Bump function / Time for action – Detecting collisions to give our Pawn damage
- bUpgradeSpawned / Time for action – Bug fixing time!
C
- C++ code
- about / Development
- CallTheClient function / Time for action – Using the client function
- CallTheServer function / Time for action – Using a server function
- CanHasCheeseburger() / Time for action – I'd like to return this please
- CanSpawnEnemy function / Time for action – Expanding Awesome Game
- Caps(string S) function / Stringsvariable functionsstrings
- casting
- about / Casting
- Actor variables / Time for action – Casting Actor variables
- example / Time for action – A practical example of casting for our game
- CheatManager
- about / Exec
- Clamp(int V, int A, int B) function / Intsvariable functionsints
- Clamp function / Time for action – Creating the weapon branch
- class
- about / What is a class?
- es, creating equally / Time for action – All classes are created equally, What just happened?
- creating / Creating a class
- class breakdown
- about / Class breakdown
- weapon branch, creating / Time for action – Creating the weapon branch
- class modifiers
- about / Class modifiers
- placeable / Placeable
- notplaceable / Notplaceable
- abstract / Abstract
- native / Native
- config / Config
- hdecategories / Hidecategories
- hidedropdown / Hidedropdown
- ClearAllTimers
- about / What just happened?
- client, setting up for network code
- client batch file / Time for action – The client batch file, What just happened?
- client-server model
- diagrammatic representation / One state to bind us all
- client batch file / Time for action – The client batch file, What just happened?
- client functions
- about / Client functions
- setting up for / Time for action – Setting up for the client function
- using / Time for action – Using the client function
- client modifier
- ClientPlaySound function / Reliable versus Unreliable
- ClientTest / Time for action – Replicating a variable
- ClipX / Time for action – Using the HUD
- clock function
- code
- breaking / Time for action – Breaking some more code
- comments
- about / A quick note about comments
- common operators
- about / Common operators
- standard arithmetic / Standard arithmetic
- modulo / Modulo
- comparisons / Comparisons
- logical operators / Logical operators
- concatenation / Concatenation
- variable functions / Variable functions
- comparison operators
- compile code / Time for action – Configuring ConTEXT
- compiler errors
- about / Compiler errors
- brokenness, preparing for / Time for action – Preparing for brokenness
- new script package / Time for action – A new script package
- class, breaking / Time for action – Breaking the class itself
- code, breaking / Time for action – Breaking some more code
- misleading errors / Time for action – Misleading errors, What just happened?
- twofer, setting up / Time for action – Setting up a twofer
- mal-function / Time for action – Mal-function
- function errors / Time for action – Taking care of other function errors.
- actor variable errors / Time for action – Actor variable errors, What just happened?
- variable errors / Time for action – Other variable errors
- complexity, Kismet
- building / Building complexity
- complex kismet sequence / Time for action – A more complex Kismet sequence
- Kismet events, using / Time for action – A more complex Kismet sequence
- complex kismet sequence
- Component compiler error / Time for action – Component compiler error, What just happened?
- Components
- about / Using Components
- creating / Time for action – Adding a Component to an Actor, What just happened?
- adding, to Actor / Time for action – Adding a Component to an Actor, What just happened?
- manipulating, through functions / Time for action – Adding a Component to an Actor, What just happened?
- managing / Time for action – Adding a Component to an Actor, What just happened?
- compiler error / Time for action – Component compiler error, What just happened?
- interacting with / Interacting with Components, Time for action – Components as variables
- working, as variables / Time for action – Components as variables, What just happened?
- concatenation
- about / Concatenation
- concatenation operators
- config modifier
- about / Config
- config variables
- about / Config variables
- creating / Time for action – Creating config variables
- Const modifier
- ConTEXT
- about / ConTEXT
- URL / Time for action – Installing ConTEXT
- installing / Time for action – Installing ConTEXT
- downloading / Time for action – Installing ConTEXT
- configuring / Time for action – Configuring ConTEXT
- Controller class
- about / The Controller
- expanding / Time for action – Expanding the Controller
- CurrentCameraLocation / Local versus instance variables
- CurrentCameraLocation variable / Time for action – Expanding the Controller
- CurrentCameraRotation / Local versus instance variables
- CurrentWeaponLevel / Time for action – Creating the weapon branch, Time for action – Unbreaking the game
- CurrentWeaponLevel variable / Time for action – Using variables in Kismet
- custom functions
- custom GameInfo
- custom weapon
D
- DamageScaling variable / Function overriding
- Deathmatch / Function overriding, Time for action – Expanding AwesomeGame
- debugging
- Kismet / Time for action – Bug fixing time!
- about / Debugging
- accessed none / Accessed none
- log, used / Using the log, Time for action – Setting up a scenario, Time for action – Debugging using the log
- declaration
- about / Time for action – Using booleans
- DefaultEngine / What just happened?
- DefaultEngine.ini / What just happened?
- DefaultGame.ini / Have a go hero – More editing of ini files
- default properties block
- DeltaTime / Time for action – Using function parameters
- DesiredCameraLocation / Time for action – Expanding the Controller
- Development folder
- about / Development
- DLLBind
- about / DLLBind
- using / Time for action – Using DLLBind, What just happened?
- DoSomething / Time for action – Using function parameters
- DoSomethingElse() function
- about / What's your function?
- DoSomething function
- about / Singular
- do until statement
- about / Do until
- DoWhatever function
- about / Singular
- DrawColor / Time for action – Using the HUD
- DrawHUD function / Time for action – Using the HUD, Time for action – Creating a latent action
- DrawText / Time for action – Using the HUD
- dynamic arrays
- about / Dynamic arrays
- using / Time for action – Using dynamic arrays
E
- EAltitude
- about / Time for action – Using enums
- EatAnApple() function
- about / What's your function?
- EatAnApple function / What's your function?
- editable configurable variable
- editable variables
- about / Editable variables
- ceating / Time for action – Editable variables, What just happened?
- EMoveDir enum / Enums
- EndAttack function / What just happened?
- EndInvulnerable function / Time for action – Detecting collisions to give our Pawn damage
- EndState
- EnemiesDefeated / Time for action – Our first Kismet event
- EnemiesKilled function / Time for action – Creating a latent action
- EnemiesLeft function / Time for action – Making the GameReplicationInfo
- EnemyDied function
- enemy fleeing
- EnemyKilled function / Time for action – Our first Kismet event, Time for action – Making the GameReplicationInfo
- EnemySpawners array / Time for action – Calling custom functions
- Engine folder
- about / Engine
- enums
- about / Enums
- using / Time for action – Using enums
- EventInstigator variable / Time for action – SHOOT NOW!
- event modifier
- about / Event
- EWFT_Projectile / Time for action – Modifying the projectile
- example, casting
- ExampleMap / Time for action – Compiling and testing AwesomeActor
- EXCLUSIVE OR operator / Time for action – Using logical operators
- Exec functions
- about / Exec
- extends Actor / Time for action – Setting up AwesomeGame
- external programs
- used, for coding / Using external programs to code
- ConTEXT / ConTEXT
- UnCodeX / UnCodeX
- nFringe / nFringe
- WOTgreal / WOTgreal
F
- FaceFXPlugins tool
- about / Binaries
- FClamp(float V, float A, float B) function / Floatsvariable functionsfloats
- file
- about / Pop quiz – Files and directories
- FireAmmunition function / Time for action – Modifying the projectile
- FireInterval / Time for action – Creating the weapon branch
- FireModeNum / Time for action – Experiments with Actors as variables
- Fleeing state / Time for action – Switching states, Time for action – Calling non-state functions, Time for action – Unbreaking the game
- floats
- using / Time for action – Using floats
- floats, variable functions
- FRand() / Floatsvariable functionsfloats
- FMin(float A, float B) / Floatsvariable functionsfloats
- FMax(float A, float B) / Floatsvariable functionsfloats
- FClamp(float V, float A, float B) / Floatsvariable functionsfloats
- flow controls
- FMax(float A, float B) function / Floatsvariable functionsfloats
- FMin(float A, float B) function / Floatsvariable functionsfloats
- FollowDistance variable / Time for action – Expanding Awesome Game
- foreach iterator / Time for action – Using Actors as local variables, Time for action – Fixing an Accessed None
- for statement
- about / For
- using / Time for action – Using the for statement
- FRand() function / Floatsvariable functionsfloats
- FreezeEnemy function / Time for action – Switching states
- Freeze function / Time for action – Writing a state
- Frozen state / Time for action – Switching states
- function
- about / What's your function?
- function calls
- replicating / Replicating function calls
- function errors / Time for action – Taking care of other function errors.
- function modifiers
- about / Function modifiers
- Native modifier / Native
- iterator modifier / Const, NoExport, latent, and iterator
- latent modifier / Const, NoExport, latent, and iterator
- NoExport modifier / Const, NoExport, latent, and iterator
- Const modifier / Const, NoExport, latent, and iterator
- event modifier / Event
- unreliable modifier / Simulated, server, client, reliable, and unreliable
- reliable modifier / Simulated, server, client, reliable, and unreliable
- client modifier / Simulated, server, client, reliable, and unreliable
- server modifier / Simulated, server, client, reliable, and unreliable
- simulated modifier / Simulated, server, client, reliable, and unreliable
- singular modifier / Singular
- exec modifier / Exec
- static functions / Static
- function overriding
- about / Function overriding
- experimenting with / Function overriding, Time for action – Experiments with function overriding
- PlayerController, creating / Time for action – Creating a custom GameInfo and PlayerController, Time for action – Experiments with function overriding
- custom GameInfo, creating / Time for action – Creating a custom GameInfo and PlayerController
- function overriding, in state / Function overriding in states, Time for action – Multiple personalities, What just happened?
- function parameters
- about / Function parameters
- using / Time for action – Using function parameters
- functions
- creating / Creating and calling functions
- writing / Time for action – Writing a function
- Components, manipulating through / Time for action – Adding a Component to an Actor, What just happened?
G
- game
- test code, retrieving / The cleanup job, What just happened?
- GameInfo / What just happened?
- GameInfo class
- about / The GameInfo, Time for action – Writing a function
- AwesomeGame, expanding / Time for action – Expanding AwesomeGame
- TestEnemy class, creating / Time for action – SHOOT NOW!
- Pawn class, customizing / Time for action – Customizing the Pawn class
- GameReplicationInfo class
- GeneratedEvents array / Time for action – Creating a custom SupportedEvent
- GetAdjustedAimFor / Time for action – Experiments with function overriding
- GetAxes
- about / Time for action – No, my left!
- GetOrders
- about / What just happened?
- GetPlayerViewPoint function / Time for action – Experiments with function overriding, Time for action – Experiments with Actors as variables, Time for action – Expanding the Controller, Local versus instance variables, What just happened?
- GetRemainingTimeForTimer
- about / What just happened?
- GetStateName function / Time for action – Using state detection functions
- GetWorldInfo() function / Time for action – Creating Kismet actions
- GFx tool
- about / Binaries
- GivenTo function / Function overriding
- GivePawn function / Client functions
- GoalScore / Time for action – Expanding AwesomeGame
- GoToState function / Time for action – Switching states
- goto statement
- about / Goto
H
- hidecategories modifier
- about / Hidecategories
- using / Time for action – Hidecategories, What just happened?
- hidedropdown modifier
- about / Hidedropdown
- HUD / Placeable
- about / The HUD
- using / Time for action – Using the HUD
I
- .ini file / What just happened?
- if/else statements / What just happened?
- if else statement
- about / If else
- using / If else, Time for action – Using if/else
- ignores keyword / Keywords
- inheritance
- about / Inheritance
- examining / Time for action – Examining inheritance, What just happened?
- custom weapon, creating / Time for action – Making a custom weapon, What just happened?
- experiments / Time for action – Experiments with inheritance
- InputLinks array / Time for action – Differentiating Kismet inputs
- InRangeSpawners array / Time for action – Expanding Awesome Game
- installation
- ConTEXT / Time for action – Installing ConTEXT
- UnCodeX / What just happened?
- instance variables
- about / Local versus instance variables
- Instigator variable / Replication variables
- InStr(string S, string T) function / Stringsvariable functionsstrings
- integers
- using / Time for action – Using integers
- ints, variable functions
- Rand(int Max) / Intsvariable functionsints
- Min(int A, int B) / Intsvariable functionsints
- Max(int A, int B) / Intsvariable functionsints
- Clamp(int V, int A, int B) / Intsvariable functionsints
- InvulnerableTime / Time for action – Detecting collisions to give our Pawn damage
- IsInState function / What just happened?
- iterator modifier
J
- jump
- about / What just happened?
- JumpOffPawn() function
- about / What's your function?
K
- keywords
- Kismet
- overview / Overview of Kismet
- about / Overview of Kismet
- using / Time for action – Using Kismet
- Properties panel / Time for action – Using Kismet
- Sequences panel / Time for action – Using Kismet
- sequences / Time for action – Using Kismet
- PlayerController / Time for action – Using Kismet
- Instigator / Time for action – Using Kismet
- PlayerStart / Time for action – Using Kismet
- Log action / Time for action – Using Kismet
- SeqAct_Log section / Time for action – Using Kismet
- Sequence Object section / Time for action – Using Kismet
- Obj Comment property / Time for action – Using Kismet
- complexity / Building complexity
- variables / Time for action – A more complex Kismet sequence
- debugging / Time for action – Bug fixing time!
- wave size, setting / Time for action – Setting the wave size, What just happened?
- expanding / Have a go hero – Expanding the Kismet
- latent action / Latent actions
- Kismet actions
- about / Kismet actions
- creating / Creating Kismet actions, Time for action – Creating Kismet actions
- SeqAct_Destroy action / Time for action – Creating Kismet actions
- Spawner Activation action / Time for action – Creating Kismet actions
- variables, using / Using variables in Kismet actions, Time for action – Using variables in Kismet
- SeqAct_Togg / Time for action – Using handler functions
- AwesomeSeqAct_SpawnerActivation action / Time for action – Using handler functions
- Kismet conditions
- Kismet editor / Time for action – What condition my condition was in
- Kismet events
- Touched output / Time for action – A more complex Kismet sequence
- UnTouched output / Time for action – A more complex Kismet sequence
- Empty output / Time for action – A more complex Kismet sequence
- about / Kismet events
- cleanup job / Time for action – The cleanup job
- creating / Creating and triggering a Kismet event, Time for action – Our first Kismet event
- triggering / Time for action – Our first Kismet event
- functionality, moving into / Time for action – Moving functionality into Kismet
- Kismet handler functions
- about / Kismet handler functions
- using / Time for action – Using handler functions
- inputs, differentiating / Time for action – Differentiating Kismet inputs
- toggle input / Have a go hero – The toggle input
- Kismet inputs
- differentiating / Time for action – Differentiating Kismet inputs
- Kismet SequenceOp classes / Time for action – What condition my condition was in
- Kismet version, Hello World program
- creating / Time for action – Using Kismet
L
- labels
- latent action
- latent action, Kismet
- about / Latent actions
- creating / Time for action – Creating a latent action
- latent modifier
- Left(string S, int I) function / Stringsvariable functionsstrings
- Len(string S) function / Stringsvariable functionsstrings
- level's NetMode
- local variables
- about / Local Variables
- using / Time for action – Using local variables
- LocationOffset / Time for action – Using vectors
- Locs(string S) function / Stringsvariable functionsstrings
- log
- used, for debugging / Using the log, Time for action – Setting up a scenario, Time for action – Debugging using the log
- scenario, setting up / Time for action – Setting up a scenario, What just happened?
- Log action, Kismet / Time for action – Using Kismet
- logical operators
- about / Logical operators
- AND / Logical operators
- && / Logical operators
- OR / Logical operators
- || / Logical operators
- NOT / Logical operators
- ! / Logical operators
- using / Time for action – Using logical operators
- EXCLUSIVE OR / Time for action – Using logical operators
- ^^ / Time for action – Using logical operators
- logical statements
- LogMe function / Time for action – Calling non-state functions
M
- make command / WOTgreal
- MakeMeInvisible / Time for action – A practical example of casting for our game
- map
- setting up / Time for action – Preparing for brokenness
- math operator / Time for action – Math!
- Max(int A, int B) function / Intsvariable functionsints
- MaxAmmoCount
- about / What just happened?
- MAX_LEVEL / Time for action – Creating the weapon branch
- Mid(string S, int I, optional int J) function / Stringsvariable functionsstrings
- Min(int A, int B) function / Intsvariable functionsints
- misleading errors
- modulo operator
- about / Modulo
- % / Modulo
- using / Time for action – Using modulo, What just happened?
- MovementSpeed variable / Time for action – Expanding Awesome Game
- Moving state / Subclassing states
- MyAwesomeActor / Time for action – Experiments with Actors as variables
- MyAwesomeActor variable / Time for action – Experiments with Actors as variables, Time for action – Casting Actor variables
- MyFloat parameter / Time for action – Using function parameters
- MyInt line / Time for action – Using local variables
- MyInt variable
- adding, to AwesomeGun class / Time for action – Experiments with inheritance
- MyProj
- about / What just happened?
- MyProjectile variable / Time for action – Fixing an Accessed None
- MySpawnedEnemy variable
- about / What just happened?
N
- native modifier
- about / Native
- Native modifier
- about / Native
- NetMode
- about / NetMode
- NetPriority / Replication variables
- NetUpdateFrequency / Replication variables
- network code
- testing / Testing network code
- network code testing
- server, setting up / Setting up the server
- client, setting up / Setting up the client
- Awesome Game, fixing / Fixing Awesome Game
- GameReplicationInfo class / The GameReplicationInfo class
- enemy fleeing, fixing / Fixing enemy fleeing
- newAccel variable
- about / Time for action – No, my left!
- NewWeapon / Time for action – A practical example of casting for our game
- NextWaveTime function / Time for action – Creating a latent action, Time for action – Making the GameReplicationInfo
- nFringe
- about / nFringe
- NM_Client
- about / NetMode
- NM_DedicatedServer
- about / NetMode
- NM_ListenServer
- about / NetMode
- NM_Standalone
- about / NetMode
- NoExport modifier
- non-state functions
- about / Non-state functions
- calling / Time for action – Calling non-state functions
- Normal(vector A) function / Vectorsvariable functionsvectors
- NoState function / Time for action – Multiple personalities, Time for action – Calling non-state functions
- NotifyChangedWeapon / Time for action – A practical example of casting for our game
- NotifyChangedWeapon function / Time for action – Expanding the Controller
- NOT operator / Logical operators
- notplaceable modifier
- about / Notplaceable
O
- != operator / Time for action – Comparisons
- ! operator / Logical operators
- $ operator / Time for action – Concatenation
- % operator / Modulo
- && operator / Logical operators
- * operator / Standard arithmetic
- + operator / Standard arithmetic
- - operator / Standard arithmetic
- / operator / Standard arithmetic
- <= operator / Time for action – Comparisons
- < operator / Time for action – Comparisons
- == operator / Comparisons
- >= operator / Time for action – Comparisons
- > operator / Time for action – Comparisons
- @ operator
- about / Time for action – Using booleans
- Obj Comment property
- about / Time for action – Using Kismet
- OnToggle function / Time for action – Using handler functions, Time for action – Setting up for the client function
- OnWhatever functions
- optimization
- about / Optimization
- profiler / The profiler
- clock and unclock functions / Clock / UnClock
- OR operator / Logical operators
- out modifier / Time for action – Out parameters
- Out node
- about / Time for action – Using Kismet
- out parameters
- out_Location / What just happened?
- out_Location variable / Time for action – Expanding the Controller
- out_Rotation / What just happened?
- out_Rotation variable / Time for action – Expanding the Controller
- Owner variable
- || operator / Logical operators
- ~= operator / Time for action – Comparisons
P
- parameters
- passing, to functions / Time for action – Out parameters
- PauseTimer
- about / What just happened?
- Pawn.uc
- about / What's your function?
- Pawn.Weapon / Time for action – Experiments with Actors as variables
- Pawn class
- customizing / Time for action – Customizing the Pawn class
- about / The Pawn
- collisions, detecting / Time for action – Detecting collisions to give our Pawn damage
- TestEnemies move, creating / Time for action – Making the TestEnemies move
- Pawn reaction
- placeable keyword / Time for action – Experiments with Actors as variables, Time for action – Writing a state, Time for action – Reverting our code
- placeable modifier
- about / Placeable
- PlayerController / Placeable
- creating / Time for action – Creating a custom GameInfo and PlayerController
- about / Exec
- PlayerInput
- about / Time for action – No, my left!
- PlayerInput actor / What just happened?
- PlayerMove function / Time for action – Unbreaking the player
- PlayerOwner / Time for action – Using the HUD
- PlayerReplicationInfo / Time for action – Expanding AwesomeGame, What just happened?
- Player Spawned event
- about / Time for action – Using Kismet
- PlayerTick
- PlayerWalking state
- about / Time for action – No, my left!
- PostBeginPlay / Time for action – Compiling and testing AwesomeActor
- PostBeginPlay function / Time for action – Using local variables, Time for action – Using Actors as local variables, Time for action – Multiple personalities, Time for action – Calling non-state functions, Time for action – Using state detection functions
- PreBeginPlay event / Time for action – Using local variables
- ProcessMove function
- about / Time for action – No, my left!
- profiler
- about / The profiler
- using / Time for action – Using the profiler
- project, UDK
- setting up / Setting up a project
- AwesomeGame, setting up / Time for action – Setting up AwesomeGame, What just happened?
- ProjectileFire function / Time for action – Modifying the projectile
- Projectiles
Q
- quicky design document, Awesome Game
R
- Rand(int Max) function / Intsvariable functionsints
- ReceiveBotVoiceMessage / Reliable versus Unreliable
- reliable modifier
- about / Simulated, server, client, reliable, and unreliable
- vs, unreliable modifier / Reliable versus Unreliable
- RemoteRole / Time for action – Unbreaking the game
- about / Role and RemoteRole
- examining / Time for action – Examining Role and RemoteRole
- Repl(string S, string Match, string With, optional bool bCaseSensitive) function / Stringsvariable functionsstrings
- ReplicatedEvent
- ReplicatedMove function / What just happened?
- ReplicateMove / What just happened?
- replication block
- about / The replication block
- variable, replicating / Time for action – Replicating a variable
- replication function modifiers
- about / Replication function modifiers
- reliable vs unreliable / Reliable versus Unreliable
- client functions / Client functions
- client function, setting up for / Time for action – Setting up for the client function
- client function, using / Time for action – Using the client function
- server function / Server functions
- server function, using / Time for action – Using a server function, What just happened?
- simulated functions / Simulated functions
- map, setting up / Time for action – Setting up the map, What just happened?
- simulated functions, using / Time for action – Using simulated functions
- combo breaker / Time for action – COMBO BREAKER!
- replication variables
- NetPriority / Replication variables
- bNetDirty / Replication variables
- bNetInitial / Replication variables
- bNetOwner / Replication variables
- bAlwaysRelevant / Replication variables
- bReplicateInstigator / Replication variables
- bReplicateMovement / Replication variables
- bSkipActorPropertyReplication / Replication variables
- NetUpdateFrequency / Replication variables
- return statement
- return values
- Right(string S, int I) function / Stringsvariable functionsstrings
- Role
- about / Role and RemoteRole
- examining / Time for action – Examining Role and RemoteRole
- ROLE_Authority
- ROLE_AutonomousProxy
- about / Role and RemoteRole
- ROLE_None
- about / Role and RemoteRole
- ROLE_SimulatedProxy
- about / Role and RemoteRole
- rotators
- about / Rotators
- using / Time for action – Using rotators
- rotators, variable functions
- RotRand() / Rotators
- RotRand() function / Rotators
- RPG
- about / What's your function?
- RunAway function / Time for action – Multiple personalities, Time for action – Calling non-state functions, Time for action – Unbreaking the game, Time for action – RUN AWAY!
S
- Scaleform / The HUD
- ScoreObjective function / Time for action – Expanding AwesomeGame, Time for action – Using the HUD
- script package
- creating / Time for action – A new script package
- Seeking state / Time for action – Writing a state, Time for action – Switching states, Time for action – Calling non-state functions
- SequenceAction tree / Time for action – Creating a latent action
- SequenceObject / Actors versus objects, Kismet actions
- sequences, Kismet / Time for action – Using Kismet
- SequenceVariable / Kismet actions
- SeqVarLink struct / Time for action – Using variables in Kismet
- server, setting up for network code
- server batch file / Time for action – The server batch file, What just happened?
- server-client relationship
- server batch file / Time for action – The server batch file
- server functions
- server modifier
- ServerTest / Time for action – Replicating a variable
- SetLocation / Time for action – Using vectors
- SetMaterial calls
- rewriting / Have a go hero – Rewriting the SetMaterial calls
- SetMaterial function / Time for action – BeginState
- SetSkeletalMesh function / What just happened?
- SetStaticMesh function
- SetTimer / Time for action – A practical example of casting for our game
- SetTimer function
- ShotCost variable
- about / What just happened?
- simulated functions
- about / Simulated functions
- map, setting up / Time for action – Setting up the map
- using / Time for action – Using simulated functions
- simulated modifier
- SimulatedProxy / Time for action – Unbreaking the game
- singular modifier
- about / Singular
- SomeFloat / Time for action – Using function parameters
- SpawnBoss function / Time for action – Moving functionality into Kismet, Time for action – Making the GameReplicationInfo
- SpawnEnemy function / Time for action – Writing a state
- Spawn function / What just happened?
- about / What just happened?
- SpawnLocation / What just happened?
- Spawn Point node / Time for action – A more complex Kismet sequence
- Spawn Point property / Time for action – A more complex Kismet sequence
- Spawn Point variable / Time for action – Using Kismet
- SpawnTag parameter / What just happened?
- SpeedTreeModeler tool
- about / Binaries
- SpriteComponent
- standard arithmetic operators
- about / Standard arithmetic
- + / Standard arithmetic
- - / Standard arithmetic
- * / Standard arithmetic
- / / Standard arithmetic
- math / Time for action – Math!
- StartFire / Time for action – Experiments with Actors as variables
- StartWave function / Time for action – Setting the wave size, Time for action – Making the GameReplicationInfo
- state
- about / It's a state of mind, Creating a state
- writing / Time for action – Writing a state
- creating / Time for action – Writing a state
- switching between / Switching between states, Time for action – Switching states, What just happened?
- function overriding / Function overriding in states, Time for action – Multiple personalities, What just happened?
- non-state functions / Time for action – Non-state functions from inside a state, What just happened?
- subclassing / Subclassing states
- keywords, using in / Keywords
- latent actions, using in / Labels and latent functions, Time for action – Do we really need to give labels to everything?, What just happened?
- labels, using in / Labels and latent functions, Time for action – Do we really need to give labels to everything?, What just happened?
- state changes
- about / State changes and detection
- state detection
- state detection functions
- static functions
- about / Static
- using / Time for action – Using static functions
- strings
- using / Strings, Time for action – Using strings
- strings, variable functions
- Len(string S) / Stringsvariable functionsstrings
- InStr(string S, string T) / Stringsvariable functionsstrings
- Left(string S, int I) / Stringsvariable functionsstrings
- Right(string S, int I) / Stringsvariable functionsstrings
- Mid(string S, int I, optional int J) / Stringsvariable functionsstrings
- Caps(string S) / Stringsvariable functionsstrings
- Locs(string S) / Stringsvariable functionsstrings
- Repl(string S, string Match, string With, optional bool bCaseSensitive) / Stringsvariable functionsstrings
- structs
- about / Structs
- using / Time for action – Using structs
- superclass
- about / The super
- SupportedEvents, Kismet
- about / Supported events
- using / Time for action – Using SupportedEvents
- custom SupportedEvent, creating / Time for action – Creating a custom SupportedEvent
- SupportedEvents array / Supported events
- switch statement
- about / Switch
- using / Time for action – Using switches, What just happened?
- system requirements, UDK
- about / System requirements
- Windows XP SP2 or Windows Vista / Minimum requirements:
- 2.0+ GHz processor / Minimum requirements:
- 2 GB system RAM / Minimum requirements:
- SM3-compatible video card / Minimum requirements:
- 3 GB free hard drive space / Minimum requirements:
T
- TakeDamage event / What just happened?
- TakeDamage function / Time for action – SHOOT NOW!, Time for action – Detecting collisions to give our Pawn damage, What just happened?, Time for action – Writing a state, Function overriding in states, Time for action – Multiple personalities, Time for action – Reverting our code
- Target node / Time for action – Creating Kismet actions
- TargetPoints function / Time for action – Setting up for the client function
- TargetPoint variable / Time for action – A more complex Kismet sequence
- TestEnemies move
- TestEnemy actor
- TestEnemy class
- creating / Time for action – SHOOT NOW!
- TestEnemy code
- TestInt / Time for action – Using ReplicatedEvent
- throwweapon
- about / What just happened?
- Tick function / Time for action – Using function parameters, Time for action – Writing a state, Time for action – Switching states
- TimedEnemySpawn function
- timers
- using / Using timers, Time for action – Just five more minutes mom
- about / Using timers
- displaying / Have a go hero – Displaying a timer
- TimeWeaponFiring function
- about / What's your function?
- toggleable flashlight
- Touch / Time for action – Creating the weapon branch
- Touch event
- about / Singular
- Touch function / Time for action – SHOOT NOW!, Time for action – Creating a custom SupportedEvent
- TriggerEventClass function / Time for action – Creating a custom SupportedEvent
- TryLoggingLocal function
- twofer
- setting up / Time for action – Setting up a twofer, What just happened?
U
- UberActor / Time for action – Casting Actor variables
- UberFunction / Time for action – Casting Actor variables
- UDK
- system requirements / System requirements
- downloading / Time for action – Installing the UDK
- installing / Time for action – Installing the UDK, What just happened?
- directory overview / Directory overview
- external programs, using / Using external programs to code
- project, setting up / Setting up a project
- UDK directory structure
- about / Directory overview
- Binaries / Binaries
- Development / Development
- Engine / Engine
- UDKGame / UDKGame
- UDKGame directory
- about / Pop quiz – Files and directories
- UDKGame folder
- UDKPawn / Time for action – Customizing the Pawn class
- unclock function
- UnCodeX
- about / UnCodeX, Time for action – Examining inheritance, What's your function?
- downloading / Time for action – Installing UnCo
- installing / What just happened?
- configuring / Time for action – Configuring UnCodeX, What just happened?
- UnCodeX search
- Unreal Developer Network
- about / Other Resources
- UnrealScript
- about / Creating a class, What's your function?
- Components, creating / Time for action – Adding a Component to an Actor
- resources / Other Resources
- UnrealScript classes
- GameInfo class / The GameInfo
- Controller class / The Controller
- Pawn class / The Pawn
- HUD class / The HUD
- UnrealScripters
- URL / Other Resources
- about / Other Resources
- unreliable modifier
- UpgradeWeapon() / Time for action – Creating the weapon branch
- UpgradeWeapon function / Time for action – Creating the weapon branch
- about / What's your function?
- UTBeamWeapon
- UTBerserk / Function overriding
- UTDeathmatch / Time for action – Expanding AwesomeGame
- UTGameContent / What just happened?
- UTJumpBoots / What just happened?
- UTUDamage / Function overriding
- UTWeapon
- UTWeap_LinkGun actor / Time for action – Experiments with Actors as variables
- UTWeap_RocketLauncher / Time for action – A practical example of casting for our game
- UTWeap_RocketLauncher_Content / Time for action – A practical example of casting for our game
V
- variable declaration
- about / Time for action – Using booleans
- variable errors
- variable functions
- about / Variable functions
- ints / Intsvariable functionsints
- floats / Floatsvariable functionsfloats
- strings / Stringsvariable functionsstrings
- vectors / Vectorsvariable functionsvectors
- rotators / Rotators
- VariableLinks.Empty line / Time for action – Setting the wave size
- variable properties
- about / Variable properties
- default properties / Default properties
- editable variables / Editable variables
- config variables / Config variables
- variables
- about / Variables and arrays
- booleans / Booleans
- integers / Integers and floats
- floats / Time for action – Using floats
- strings / Strings
- enums / Enums
- arrays / Arrays
- dynamic arrays / Dynamic arrays
- structs / Structs
- vectors / Vectors
- rotators / Rotators
- used, in Kismet actions / Using variables in Kismet actions
- replicating / Replicating variables
- Components, working as / Time for action – Components as variables, What just happened?
- variables, Kismet actions
- about / Time for action – Using variables in Kismet
- Int variable / Time for action – Using variables in Kismet
- WeaponLevel variable / Time for action – Using variables in Kismet
- CurrentWeaponLevel variable / Time for action – Using variables in Kismet
- vectors
- about / Vectors
- using / Time for action – Using vectors
- vectors, variable functions
- Vsize(vector A) / Vectorsvariable functionsvectors
- Normal(vector A) / Vectorsvariable functionsvectors
- VRand() / Vectorsvariable functionsvectors
- VRand() function / Vectorsvariable functionsvectors
- Vsize(vector A) function / Vectorsvariable functionsvectors
W
- WaveComplete / Time for action – Our first Kismet event
- WaveCountdown function / Time for action – Creating a latent action
- wave size, Kismet
- Weapon / Time for action – Experiments with Actors as variables
- Weapon.uc
- about / What's your function?
- weapon branch
- creating / Time for action – Creating the weapon branch
- Weapon Level node / Time for action – Using variables in Kismet, Time for action – Making the GameReplicationInfo
- WeaponLevel variable / Time for action – Using variables in Kismet
- weapons
- about / Class breakdown
- WhatState function / Time for action – Using state detection functions
- while statement
- about / While
- using / Time for action – Something
- WorldInfo.Game / Time for action – Creating Kismet actions
- WorldInfo class
- about / NetMode
- WOTgreal