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 – Experiments with Actors as variables


For this experiment we're going to bring back our old friend the AwesomeActor. We'll use him as a variable in our AwesomePlayerController .

  1. For this experiment we'll need AwesomeActor to be visible, so let's make sure our default properties are set up for that. Our AwesomeActor class should look like this:

    class AwesomeActor extends Actor;
    
    defaultproperties
    {
        Begin Object Class=SpriteComponent Name=Sprite
            Sprite=Texture2D'EditorResources.S_NavP'
        End Object
        Components.Add(Sprite)
    }

    Since we'll be spawning AwesomeActor during gameplay we don't need it to be placeable, and we're not going to do anything more with it once it's spawned so we don't need the PostBeginPlay function for now.

  2. In our AwesomePlayerController, we're going to use the function that's called when we click the left mouse button to fire, called StartFire . Let's add that to our class:

    exec function StartFire( optional byte FireModeNum )
    {
        super.StartFire...