Index
A
- Actor class
- about / Pickups
- ActorComponent object / How it works...
- AI
- about / Understanding AI
- AI Controller
- about / WayPoints
- AIController class
- about / Understanding AI
- AI pawn
- adding, via Kismet / Adding an AI pawn via Kismet, How to do it..., How it works...
- Ajax Animator
- about / Introduction
- AmmoPosition parameter / How to do it...
- ammunition
- about / Pickups
- anchors
- about / WayPoints
- archetypes
- about / Creating a PointLight archetype
- working / Creating a PointLight archetype
- using, on occasions / How it works...
- subarchetype, creating from / Creating a subarchetype from an archetype, How to do it...
- class, creating for / Camera properties and archetypes, How to do it..., How it works..., There's more...
- archetypes, using
- multiple deviations of an actor object is necessary / Multiple deviations of an actor or object is necessary
- objects, altering within editor / Altering objects within the editor
- compile-time and load-time, reducing / Reduction of compile-time and load-time overhead
- army of companions
- creating / Creating an army of companions, How to do it...
- audio effects
- adding, to prefabs / Adding audio effects to our prefab, How to do it...
B
- bar
- displaying, for player's health / Displaying a bar for the player's health, How to do it..., How it works...
- displaying, for player's ammo / Displaying a bar for the player's ammo, How to do it...
- base
- creating, for pickup / Creating a base for our pickup to spawn from, How to do it...
- benefits, NavMeshes / Benefits of NavMeshes
- benefits, WayPoints / Benefits of WayPoints
- bounding box
- drawing, around pawns / Drawing a bounding box around pawns, How to do it..., How it works...
- Bullet Hit / There's more...
C
- Camera class
- about / Understanding the camera
- cameras
- about / Understanding the camera
- canvas
- about / Introduction
- CheckCrosshairOnFriendly() function / How to do it..., How it works...
- CheckCrossHairOnFriendly() function / How to do it...
- CheckTargetLock() function / How to do it...
- class
- creating, for archetypes / Camera properties and archetypes, How to do it..., How it works..., There's more...
- creating, for properties / Camera properties and archetypes, How to do it..., How it works..., There's more...
- class browser, UnCodeX
- about / How to do it…
- class tree browser, UnCodeX
- about / How to do it…
- color, crosshair
- Complain Friendly Fire / There's more...
- CorrectedHudPOS() function / How to do it...
- CorrectedHudPos() function / How it works..., How to do it..., How it works...
- CorrectedHudPos function / How to do it...
- crosshair
- about / Creating a crosshair
- creating / How to do it..., How it works...
- creating, for using weapon's trace / Creating a crosshair that uses our weapon's trace, Getting ready, How to do it..., How it works...
- color, modifying / Changing the crosshair color when aiming at a pawn, How to do it..., How it works...
- custom camera
- editor, configuring for / Getting ready, How to do it..., How it works...
- engine, configuring for / Getting ready, How to do it..., How it works...
D
- Damage Impulse / There's more...
- Damage Over Time (DoT) weapons
- about / Creating a weapon that can damage over time
- creating / Getting ready, How to do it...
- DDDK
- about / Dungeon Defenders to save the day
- Steam client, downloading / Getting ready
- Steam client, installing / Getting ready
- downloading / How to do it...
- working / How it works...
- DebugMenu class / How it works...
- debug screen
- drawing / Drawing a debug screen, How to do it..., How it works...
- DefaultGame.ini file
- about / Getting ready
- DefaultGameEngine.ini file
- about / Getting ready
- defaultproperties block / How to do it...
- DrawAmmoBar() function / How to do it..., How it works...
- DrawAmmoText() function / How to do it..., How it works..., How to do it..., How it works..., How it works...
- DrawBoundingBox function / How it works...
- Drawcolor parameter / How to do it...
- DrawDebugText() function / How to do it...
- DrawHalthBarText() function / How to do it...
- DrawHealthbar() function / How to do it...
- DrawHealthBar() function / How to do it..., How it works..., How to do it...
- DrawHealthText() function / How to do it..., How it works..., How to do it..., How it works..., How to do it..., How it works..., How it works...
- DrawHUD() function / How it works..., How to do it..., How to do it...
- DrawHud() function / How to do it..., How to do it...
- DrawPathCache() function / How to do it...
- DrawTile() function / How it works..., How it works...
- DrawWeaponCrosshair() function / How to do it..., How it works..., How to do it...
- Dungeon Defenders
E
- editor
- configuring, for custom camera / Getting ready, How to do it..., How it works...
- engine
- configuring, for custom camera / Getting ready, How to do it..., How it works...
- Explode() function / How to do it...
- explosive barrel
F
- feedback
- providing, in game by flashing enemies / Having enemies flash quickly as their health decreases, How to do it...
- FindPathToward function / WayPoints
- first person camera
- about / Creating a first person camera
- creating / How to do it...
- FlashDevelop
- about / Introduction
- FlashDmg() function / How to do it..., How it works...
- FlashDmgTimer() function / How to do it..., How it works...
- flashlight
- about / Adding a flashlight to a weapon
- adding, to weapons / Getting ready, How to do it..., How it works...
G
- GametTypegametype class
- GetActorEyesViewPoint method
- about / How to do it...
- GetAdjustedAimFor() function / How to do it..., How it works...
- GetAdjustedAimFor function / How it works..., How it works...
- GetBaseAimRotation() function / How to do it..., How it works...
- GetBaseAimRotation function / How it works..., How it works..., How to do it...
- GetBB() function / How to do it...
- GetEffectLocation() function / How to do it...
- GetPhysicalFireStartLoc() function / How to do it..., How to do it...
- GibPeterbation / There's more...
- guns
- about / Creating an explosive barrel
- guns, creating
- for firing homing missiles / Creating a gun that fires homing missiles, Getting ready, How to do it..., How it works...
- for healing pawns / Creating a gun that heals pawns, How to do it..., How it works...
H
- HitActor variable
- about / How to do it...
- HitLocation parameter / How to do it...
- HitLocation variable
- about / How to do it...
- HitNormal variable
- about / How to do it...
- HpAmountMax variable / How to do it...
- HPAmount variable / How to do it...
- HUD
- about / Introduction
- HudOffset() function / How to do it..., How it works..., How it works..., How it works...
- HurtRadius() function / How to do it...
I
- IDEs
- about / Integrated development environments
- UnCodeX / Using UnCodeX
- Dungeon Defenders / Dungeon Defenders to save the day
- Unreal Script IDE / Unreal Script IDE
- nFringe / nFringe
- Unreal X-Editor / Unreal X-Editor
- InstanteFireStartTrace() function / How to do it...
- InstantFireStartTrace() function / How to do it...
K
- Kismet
- used, for adding AI pawn / Adding an AI pawn via Kismet, How to do it..., How it works...
L
- landmine
- creating / Creating a landmine, How to do it..., How it works...
- leaking pipe prefab
- constructing / Constructing a leaking pipe prefab, How to do it...
M
- Make Splash / There's more...
- map
- PathNodes, laying on / Laying PathNodes on a map, How to do it..., How it works...
- NavMeshes, laying on / Laying NavMeshes on a map, How to do it..., How it works...
- pawn, wandering around / Allowing a pawn to wander randomly around a map, How to do it..., How it works...
- PathNodes, patrolling on / Making a pawn patrol PathNodes on a map, How to do it..., How it works..., Making a pawn randomly patrol PathNodes on a map, How it works...
- patrolling, with NavMeshes / Allowing a pawn to randomly patrol a map with NavMeshes, How to do it..., How it works...
- MoveRandom() function / How to do it...
- MoveTo() function / How it works...
- MoveToward() function / How it works...
- Muzzle Flash Socket / There's more...
N
- navigation meshes
- about / Introduction
- NavigationPoint
- about / Pickups
- NavigationPoints
- about / WayPoints
- NavMeshes
- about / NavMeshes
- benefits / Benefits of NavMeshes
- laying, on map / Laying NavMeshes on a map, How to do it..., How it works...
- used, for patrolling map / Allowing a pawn to randomly patrol a map with NavMeshes, How to do it..., How it works...
- NavMesh properties creation
- scout, adding for / Adding a scout to create NavMesh properties, Getting ready, How to do it..., How it works...
- nFringe
- about / nFringe, How to do it…
- downloading / Getting ready
- installing / Getting ready
- project, setting up / How to do it…
- working / How it works…
O
- Open Dialect
- about / Introduction
P
- 3P Mesh / There's more...
- package browser, UnCodeX
- about / How to do it…
- particles
- adding, to prefabs / Adding particles to our prefab, How to do it..., How it works...
- pathfinding
- about / Introduction, WayPoints
- PathNodes
- laying, on map / Laying PathNodes on a map, How to do it..., How it works...
- patrolling, on map / Making a pawn patrol PathNodes on a map, How to do it..., How it works..., Making a pawn randomly patrol PathNodes on a map, How it works...
- pawn
- wandering, around map / Allowing a pawn to wander randomly around a map, How to do it..., How it works...
- PathNodes, patrolling on map / Making a pawn patrol PathNodes on a map, How to do it..., How it works..., Making a pawn randomly patrol PathNodes on a map, How it works...
- map, patrolling with NavMeshes / Allowing a pawn to randomly patrol a map with NavMeshes, How to do it..., How it works...
- following around map, with NavMeshes / Making a pawn follow us around the map with NavMeshes, How to do it..., How it works...
- Pawn class
- pawns
- about / Understanding AI
- bounding box, drawing around / Drawing a bounding box around pawns, How to do it..., How it works...
- PawnSocketName variable
- about / How to do it...
- PickupFactory
- about / Pickups
- pickups
- about / Pickups
- creating / Creating our first pickup, How to do it..., How it works...
- base, creating for / Creating a base for our pickup to spawn from, How to do it...
- animating / Animating our pickup, How it works...
- using, in vehicles / Allowing vehicles to use a pickup, How to do it...
- pickup variables
- altering / Altering what our pickup does, How to do it...
- Pixel Mine
- about / nFringe
- player's ammo
- bar, displaying for / Displaying a bar for the player's ammo, How to do it...
- text, drawing for / Drawing text for the player's ammo, How to do it..., How it works...
- player's health
- bar, displaying for / Displaying a bar for the player's health, How to do it..., How it works...
- text, drawing for / Drawing text for a player's health, How to do it..., How it works...
- PlayerController class
- about / Understanding the camera, The PlayerController class, Configuring the engine and editor for a custom camera, Creating a side-scrolling camera, Understanding AI
- player name
- drawing, on screen / Drawing the player's name on screen, How to do it..., How it works...
- PlayerSpawned() function / How to do it..., How it works...
- PlayerStart
- about / WayPoints
- PlayerStart navigation point / How to do it...
- PlayHit() function / How to do it...
- PointLight archetype
- creating / Creating a PointLight archetype, Getting ready, How to do it...
- working / How it works...
- PoisonDmg() function / How to do it...
- PoisonPlayer() function / How to do it...
- PostBeginPlay() function / How to do it..., How to do it..., How to do it..., How it works...
- PostBeginPlay() method / How to do it...
- PostBeginPlay function / How to do it...
- PostRender() function / How to do it..., How it works..., How to do it...
- PostRender function / There's more...
- prefabs
- about / Editing runtime values with Remote Control, Prefabs
- leaking pipe prefab, constructing / Constructing a leaking pipe prefab, How to do it...
- working / How it works...
- particles, adding / Adding particles to our prefab, How to do it...
- audio effects, adding / Adding audio effects to our prefab, How to do it...
- ProcessInstantHit() function / How to do it...
- properties
- class, creating for / Camera properties and archetypes, How to do it..., How it works..., There's more...
R
- raycasting / No more raycasts
- ReachSpecs
- about / WayPoints
- Remote Control
- used, for editing runtimme values / Editing runtime values with Remote Control, Getting ready, How to do it...
- about / Editing runtime values with Remote Control
- RenderBoundingBox() function / How to do it...
- RespawnDestructable() function / How to do it...
- ResScaleY variable / How to do it...
- RouteCache
- about / WayPoints
- runtime values
- editing, with Remote Control / Editing runtime values with Remote Control, Getting ready, How to do it...
S
- Scaleform / Introduction
- scout
- adding, for NavMesh properties creation / Adding a scout to create NavMesh properties, Getting ready, How to do it..., How it works...
- Scout class / Adding a scout to create NavMesh properties
- screen
- player name, drawing on / Drawing the player's name on screen, How to do it..., How it works...
- SetBodyMatColor() function / How to do it..., How it works...
- SetMovementPhysics() function / How to do it...
- SetTimer() function / How to do it..., How to do it...
- ShockRifle class / Creating a gun that fires homing missiles
- side-scrolling camera
- about / Creating a side-scrolling camera
- creating / How to do it..., How it works...
- side-scrolling games
- about / Creating a side-scrolling camera
- SpawnDefaultController() function / How it works...
- SpawnDefaultFor() function / How to do it..., How it works...
- Steam sale / See also
- subarchetype
- creating, from archetype / Creating a subarchetype from an archetype, How to do it...
- working / How it works...
T
- text
- drawing, for player's health / Drawing text for a player's health, How to do it..., How it works...
- drawing, for player's ammo / Drawing text for the player's ammo, How to do it..., How it works...
- TextScale variable / How to do it...
- ThirdPersonCam class / How to do it...
- third person camera
- about / Creating a third person camera
- creating / Getting ready, How to do it..., How it works...
- Tick() function / How to do it...
- top-down camera
- about / Creating a top-down camera
- creating / How to do it...
- Touched() function / How it works..., How it works...
- TripleA games / Introduction
- TutorialCamera class
- about / Writing the TutorialCamera class, How to do it...
- writing / How to do it..., How it works...
- TutorialCameraProperties class / Writing the TutorialCamera class
- about / How to do it...
- TutorialGame class / How to do it..., How it works...
- TutorialPawn class
- about / Getting ready
- TutorialPlayerController class
- about / Getting ready
- Tut_AmmoPickup class / How to do it...
- about / Getting ready
- Tut_HealthPickup class
- about / Getting ready
U
- UDKEngine.ini file / Getting ready
- UDKGame.ini file / Getting ready
- UDKPickupFactory
- about / Pickups
- UnCodeX
- about / Using UnCodeX, There's more...
- downloading / Getting ready
- installing / Getting ready
- package browser / How to do it…
- class tree browser / How to do it…
- Object class / How to do it…
- Actor class / How to do it…
- class browser / How to do it…
- Unreal Engine / How it works...
- about / Introduction
- UnrealScript / Pickups
- Unreal Script IDE
- about / Unreal Script IDE, Getting ready, How to do it…
- Unreal Weapon Wizard
- about / There's more...
- Make Splash / There's more...
- 3P Mesh / There's more...
- Muzzle Flash Socket / There's more...
- Unreal X-Editor
- about / Unreal X-Editor, How to do it…, There's more...
- features / Unreal X-Editor
- downloading / Getting ready
- UpdateViewTarget function / How to do it...
- UpdateViewTarget method / How to do it...
- user interface (UI)
- about / Introduction
- UTAmmoPickupFactory class
- about / Getting ready
- UTHealthPickupFactory class / How it works...
- UTItemPickupFactory
- about / Pickups
- UTPickupFactory
- about / Pickups
- UTPowerupPickupFactory
- about / Pickups
- UTWeaponLocker
- about / Pickups
- UTWeaponPickupFactory
- about / Pickups
- UTWeap_ShockRifle
- about / Getting ready
V
- VehicleClassPath variable / How to do it...
- Vehicle Damage Scaling / There's more...
- vehicles
- pickups, using / Allowing vehicles to use a pickup, How to do it...
W
- WayPoints
- about / Introduction
- benefits / Benefits of WayPoints
- weapon's trace
- crosshair, creating for / Creating a crosshair that uses our weapon's trace, Getting ready, How to do it..., How it works...
- weapons
- about / Introduction
- flashlight, adding to / Getting ready, How to do it..., How it works...