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 – Filthy cheater


Declaring an exec function is easy enough; using it is almost as easy. Let's make a function that will make it easier to test our game by upgrading our weapon when we call it. Exec functions can only be used in a few places, mostly Controller, Pawn, GameInfo, and CheatManager (which can be subclassed and put in the default properties of a PlayerController). For this experiment we'll put ours in AwesomePlayerController.

  1. First, let's delete all of the cheeseburger functions and related variables and default properties from AwesomeEnemySpawner so we don't get logs from that class anymore.

  2. Now for the function declaration. Add the following function to AwesomePlayerController:

    exec function Upgrade()
    {
        if(Pawn != none && AwesomeWeapon(Pawn.Weapon) != none)
            AwesomeWeapon(Pawn.Weapon).UpgradeWeapon();
    }

    This will test if we have a Pawn and it's holding an AwesomeWeapon, and if so upgrade it. Easy!

  3. That's all we need to do in the classes, so let's...