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 – Hidecategories


Let's take a look at our AwesomeWeaponUpgrade actor.

  1. Let's change the top line of our AwesomeWeaponUpgrade actor to the following:

    class AwesomeWeaponUpgrade extends AwesomeActor
        hidecategories(Attachment,Physics,Debug,Object)
        placeable;

    Note that the class declaration line doesn't end until the semicolon, and it's perfectly fine to spread it across a few lines to keep it readable.

  2. Compile the code and take a look at the properties in the editor again.

There are a lot less this time!

What just happened?

The hidecategories modifier should only be used when you're sure that a level designer isn't going to need to change any variables in that category. It doesn't get rid of any variables; it just hides them from the editor. This modifier is inherited, and if we wanted to reverse a hidecategories modifier in a subclass we would use the showcategories modifier, for example this hypothetical subclass:

class SomeOtherUpgrade extends AwesomeWeaponUpgrade
   ...