To let the game know that our class needs to save config variables, first we need to let it know which file to use.
class AwesomeActor extends Actor placeable config(Game);
This tells the game that our class' config variables will be defined in the Game ini files as opposed to Engine or Input and so on.
Now, let's make a config variable.
var config int MyConfigInt;
Config vars can have parentheses to let level designers change them, but they can NOT be put in the default properties block. Doing so will give a compiler error. Instead, we define their default properties in the INI file we specified. Since we used
Game
, we would put the default inDefaultGame.ini
. Let's open that up now.In
DefaultGame.ini
we can see a bunch of different sections, starting with a line surrounded by brackets. The inside of these brackets specifies the package and class that the section is defining defaults for, like this:[Package.Class]
In our case our package name...
Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide
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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide
By:
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
Free Chapter
Project Setup and Test Environments
Storing and Manipulating Data
Understanding the Class Tree
Making Custom Classes
Using Functions
Using States to Control Behavior
Working with Kismet
Creating Multiplayer Games
Debugging and Optimization
Odds and Ends
Pop Quiz Answers
Index
Customer Reviews