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

Keywords, labels, and latent functions


Just a few other things we need to discuss about states, keywords, labels, and latent functions. Let's start by going over the keywords we can use in states.

Keywords

One keyword that we've already been using is auto ; it designates the state as the one the actor will start in when it is created. Only one state can have the auto keyword, but if we wanted to we could have no states with it. In that case, the actor will only use the non-state functions until it enters one of the states.

The other keyword we can use with states is ignores . Unlike auto, ignores goes inside the state at the top, before any functions are declared. Using ignores tells the state not to use the functions we tell it to while it's in this state. It has the same effect as declaring the function and leaving it empty, but it's a lot cleaner to use ignores. Let's see if we can use it in our AwesomeEnemy class.