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 – Customizing the Pawn class


We're going to get more into the Pawn class in a bit, but since the GameInfo class tells the game which Pawn class to use, we'll create it now and investigate what those two things around our player are, now that we start with no weapon.

  1. Create a new file in our Development/Src/AwesomeGame/Classes folder called AwesomePawn.uc. As always, we'll put some test code in PostBeginPlay to make sure our class is working:

    class AwesomePawn extends UTPawn;
    
    simulated function PostBeginPlay()
    {
        super.PostBeginPlay();
        `log("AwesomePawn spawned! =====");
    }
    
    defaultproperties
    {
    }

    That's it for this class for the moment; now let's tell the game to use our class.

  2. In AwesomeGame.uc, let's set our Pawn class in the default properties:

        DefaultPawnClass=class'AwesomeGame.AwesomePawn'
  3. Compile the code and run the game, and we'll see our log show up:

    [0006.55] ScriptLog: AwesomePawn spawned! =====
  4. Now to get rid of the floaty thingies. As with our giant floating...