Index
A
- .as files / Creating the main menu into UDK
- Access ObjectList action / Spawning enemies
- ActionScript class / Creating our HUD
- Actions object / Parts of a sequence object
- Actor Classes / Applying materials
- Actor Classes window / Spawning enemies, Creating/Spawning a single tower
- Actor Factory / Creating the main menu into UDK
- Actor Factory action / Spawning enemies
- Add Int action / Spawning enemies
- Adobe
- URL / Obtaining Flash
- AI (Artificial Intelligence) / Enemies damaging the base
- Align to Stage option / Creating our main menu
- All Players option / Creating the main menu into UDK
- Attach to Event action / Creating/Spawning a single tower, Creating the main menu into UDK
B
- base
- damaging, by enemies / Enemies damaging the base
- baseHealth variable / Enemies damaging the base
C
- Class variable / Creating our main menu
- Collision option / Spawning enemies
- Compare Int / Spawning enemies
- Compare Int condition / Enemies damaging the base
- Compare Objects action / Enemies damaging the base, Creating/Spawning a single tower
- Conditions object / Parts of a sequence object
- console command / Engage thrusters
- Console Command / Creating the main menu into UDK
- Console Command action / Parts of a sequence object, Creating the main menu into UDK
- Console Command event / Drawbacks of using Kismet
- Content Browser window / Creating/Spawning a single tower, Applying materials
- Create New Float Variable / Spawning enemies
- Create New Object Variable / Creating the main menu into UDK
- CSG Add button / Engaging thrusters
D
- Delay node / Spawning enemies
- Delay variable / Parts of a sequence object
- Destination connector / Spawning enemies
- Destroy action / Enemies damaging the base
- Destroyed event / Creating/Spawning a single tower
- Distance field / Creating our HUD
- Drag Grid Snap / Engaging thrusters
- Drop Shadow filter / Creating our HUD
E
- enemies
- spawning / Spawning enemies
- damaging, base / Enemies damaging the base
- environment
- materials, applying / Applying materials
- staircases, placing / Placing staircases
- in-level boundaries, adding / Adding in-level boundaries
- weapons, spawning / Spawning weapons
- Epic's UDN
- URL / Before we begin
- Events object / Parts of a sequence object
- Export in frame 1 option / Creating our HUD
F
- .fla file / Creating the main menu into UDK
- Finished output / Spawning enemies
- First Person Shooter (FPS) / Drawbacks of using Kismet
- Flash
- obtaining / Obtaining Flash
- setting up / Setting up Flash
- URL / Creating our main menu
- for loop / Spawning enemies
- FSCommand / Creating our main menu
- FSCommand event / Creating the main menu into UDK
- FSCommand property / Creating the main menu into UDK
G
- game
- cooking / Cooking and packaging our game
- packaging / Cooking and packaging our game
- gameButton / Creating our main menu
- Geometry mode
- about / Engaging thrusters
- Geometry Mode button / Engaging thrusters
- Get Location and Rotation action / Creating/Spawning a single tower
- GFx SetVariable action / Creating the main menu into UDK
- GFx SetVariable event / Creating the main menu into UDK
- Glow filter / Creating our main menu
- Go to Builder Brush button / Engaging thrusters
- Grid snapping / Engaging thrusters
H
- Hidden option / Creating/Spawning a single tower
- HUD
- creating / Creating our HUD
- hudInfoText / Creating our HUD
- hudLives / Creating our HUD
I
- Import button / Creating the main menu into UDK
- in-level boundaries
- adding / Adding in-level boundaries
- information, classifying
- Kismet primer / Kismet primer, Parts of a sequence object
- Kismet, advantages / Benefits and drawbacks of using Kismet
- Kismet, disadvantages / Drawbacks of using Kismet
- ini file / Cooking and packaging our game
- input / Parts of a sequence object
- Instigator action / Parts of a sequence object
- Instigator output / Enemies damaging the base
- Int action / Spawning enemies
- Int Counter / Spawning enemies
K
- Kismet
- about / Defining Kismet
- advantages / Benefits of using Kismet
- disadvantages / Drawbacks of using Kismet
- Kismet primer
- about / Kismet primer
- sequence object, parts / Parts of a sequence object
L
- Level Loaded event / Spawning enemies, Creating the main menu into UDK
- lift off
- preparing / Prepare for lift-off
- lives variable / Creating the main menu into UDK
- Log action / Enemies damaging the base
- Look At connector / Spawning enemies
M
- marquee selection
- about / Engaging thrusters
- materials
- applying / Applying materials
- Max Trigger Count property / Enemies damaging the base, Creating/Spawning a single tower
- menu
- creating / Creating our main menu
- creating, into UDK / Creating the main menu into UDK
- MovementSpeedModifier variable / Spawning enemies
- Move To Actor action / Spawning enemies
- Movie option / Creating the main menu into UDK
- Movie Player variable / Creating the main menu into UDK
N
- Named Variable / Creating the main menu into UDK
- Name field / Engage thrusters, Creating our main menu
O
- object
- deleting / Engaging thrusters
- Object action / Creating/Spawning a single tower
- ObjectList object / Spawning enemies
- OK button / Creating our main menu
- Open GFx Movie action / Creating the main menu into UDK
- open levelname option / Creating the main menu into UDK
- Out output / Spawning enemies
- output / Parts of a sequence object
- Output Object connector / Spawning enemies
- Oval tool / Creating our main menu
- Over frame / Creating our main menu
- Override Default option / Cooking and packaging our game
P
- Package field / Engage thrusters
- Packages window / Applying materials
- PathNode / Spawning enemies
- Play Announcement action / Enemies damaging the base, Creating the main menu into UDK
- playButton / Creating our main menu
- playerCash variable / Creating the main menu into UDK
- Players Only option / Enemies damaging the base
- Player Spawned event / Enemies damaging the base
- Player variable / Enemies damaging the base, Creating the main menu into UDK
- playText / Creating our main menu
- prefabs
- project
- moving, to next level / Taking the project to the next level
- Projectile Class property / Creating/Spawning a single tower
R
- restore viewports button / Engaging thrusters
S
- .swf file / Creating the main menu into UDK
- Scaleform
- installing, URL / Setting up Flash
- Scaleform file / Creating the main menu into UDK
- SCG (Switch Counter Groups) / Engage thrusters
- Selection tool / Creating our main menu
- sequence objects
- Events object / Parts of a sequence object
- Actions object / Parts of a sequence object
- Variables object / Parts of a sequence object
- Conditions object / Parts of a sequence object
- Set Object Variable action / Creating/Spawning a single tower
- Spawned connector / Spawning enemies
- Spawned output / Spawning enemies
- Spawned variable / Creating the main menu into UDK
- Spawn Projectile action / Creating/Spawning a single tower
- stair
- placing / Placing staircases
- creating / Placing staircases
- Start button / Cooking and packaging our game
- Style section / Creating our HUD
- Subtract Int action / Enemies damaging the base
- Subtract Int event / Creating the main menu into UDK
T
- Target variable / Creating the main menu into UDK
- TDGame / Creating the main menu into UDK
- Text tool / Creating our main menu, Creating our HUD
- thrusters
- engaging / Engaging thrusters, Engage thrusters, Engage thrusters
- Toggle Hidden event / Creating/Spawning a single tower
- totalEnemies variable / Creating the main menu into UDK
- Touch event / Enemies damaging the base
- tower
- creating / Creating/Spawning a single tower
- spawning / Creating/Spawning a single tower
- TowerDefenseHUDmovie / Creating the main menu into UDK
- TowerDefensePKG package / Engage thrusters
- Trigger option / Creating/Spawning a single tower
- TriggerVolume_0 Touch event / Enemies damaging the base, Creating/Spawning a single tower
- Trigger_1 Used event / Creating/Spawning a single tower
- Turret Target variable / Creating/Spawning a single tower
- TurretTarget variable / Creating/Spawning a single tower
U
- UDK
- URL / Before we begin
- main menu, creating / Creating the main menu into UDK
- UDK.exe file / Cooking and packaging our game
- UDKEngine.ini file / Cooking and packaging our game
- Unreal Development Kit (UDK) / Applying materials
- UnrealFrontEnd.exe / Cooking and packaging our game
- UTPawn / Spawning enemies
- UTPickupFactory / Spawning weapons
- UT Sample Game option / Before we begin
- utweapon / Spawning weapons
V
- Variables object / Parts of a sequence object
- Var Name property / Spawning enemies, Enemies damaging the base
- View | Browser Windows | Content Browser / Applying materials
- Volumes option / Engaging thrusters
W
- waveNumber variable / Spawning enemies, Creating the main menu into UDK
- WeaponFactories / Spawning weapons
- weapons
- spawning / Spawning weapons