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 – Multiple personalities


Let's add a bit of code to our various Tick functions so we can see exactly what happens as we change states. Normally, we wouldn't want to put logs in the Tick function as it's called at every frame, but sometimes it's good for testing purposes.

  1. First, we'll add a Tick function outside of the states so we can get a complete picture of what's going on.

    function Tick(float DeltaTime)
    {
      log("Non-State Tick");
    }
  2. Now let's add logs to our other Tick functions. First, the Seeking Tick:

    function Tick(float DeltaTime)
    {
      local vector NewLocation;
    
      `log("Seeking Tick");
    
      if(Enemy == none)
        GetEnemy();
    
      if(Enemy != none)
      {
        NewLocation = Location;
        NewLocation += normal(Enemy.Location - Location) * MovementSpeed * DeltaTime;
        SetLocation(NewLocation);
    
        if(VSize(NewLocation - Enemy.Location) < AttackDistance)
          GoToState('Attacking');
      }
    }
  3. Next, the Attacking Tick:

    function Tick(float DeltaTime)
    {
      ``log("Attacking Tick");
    
      if...