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 – Using abstract


We'll use this modifier in our AwesomeWeapon branch to see how it's useful.

  1. Before we change anything, open up our test map in the editor and take a look at the weapon spawner properties. We can change the weapon it spawns to be an AwesomeWeapon instead of an AwesomeWeapon_RocketLauncher :

    But if we look in our AwesomeWeapon class compared to the rocket launcher subclass, the AwesomeWeapon class by itself is pretty useless. It doesn't have a static mesh specified, no firing modes or projectile classes or ammo count. If we change the spawner to use AwesomeWeapon, in game we immediately get switched back to our default link gun.

    So with this in mind, why would we want AwesomeGun to show up in this list or be spawned in game at all? This is where the abstract modifier comes in handy.

  2. Change the top of our AwesomeWeapon class to the following:

    class AwesomeWeapon extends UTWeapon
        abstract;
  3. Now compile and take a look at the spawner properties.

    Now the class doesn...