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 – Expanding Awesome Game


We're going to change the way the spawners work so that enemies will only spawn off screen. That way they won't suddenly appear in our view. This experiment is a bit long, so you may want to read through it real quick before diving in, and go slow so you don't miss any of the steps!

  1. First thing's first! Let's get rid of the restriction on the TestEnemy class that makes them wait until we're in range before they start moving toward us. When they spawn, we want them to immediately start moving toward us. Change this line:

        else if(!bFreeze && VSize(Location - Enemy.Location) < FollowDistance)

    To this:

        else if(!bFreeze)

    Now the enemies will move toward us no matter how far away from us they are. Since we don't need the FollowDistance variable anymore, let's change its name and refine our movement behavior a bit. At the top of TestEnemy, rename the FollowDistance variable like this:

    var float MovementSpeed;

    And rename and change the default...