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 – Subclassing the Seeking state


We'll use an extension of the Seeking state to make our enemy move faster.

  1. First, delete the auto keyword from our Seeking state. We'll make our new state the auto state.

  2. Now let's create our new state and call it FastSeeking:

    auto state FastSeeking extends Seeking
    {
    }

Don't let the name throw you, the new state's name doesn't have to contain the old state's name or be related to it at all, we could call it Fiddlesticks if we wanted to.

Be sure to place this state AFTER the Seeking state, otherwise the compiler will give you an error telling you that it cannot find the state we're extending from.

  1. Now let's create a BeginState function inside our new state and change it slightly from the regular Seeking state's version:

    function BeginState(Name PreviousStateName)
    {
      MovementSpeed = default.MovementSpeed * 2.0;
    
      if(!bAttacking)
        MyMesh.SetMaterial(0, SeekingMat);
    }

We're using default.MovementSpeed here instead of just MovementSpeed, otherwise...