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 – Creating the abstract base class


This boss class will have a few things in common with AwesomeEnemy, so there are a few things we'll want to separate out into a common parent class.

  1. Create a copy of AwesomeEnemy.uc and name it AwesomeEnemy_Minion.uc. AwesomeEnemy will now be the parent class for all of our enemies, and AwesomeEnemy_Minion will take on the functionality of the enemies we've seen so far in our game.

  2. We're going to change a lot in AwesomeEnemy and AwesomeEnemy_Minion to get the functionality separated, so let's start with AwesomeEnemy. As the boss and minion will both be subclassed of AwesomeEnemy, but we won't want AwesomeEnemy spawned directly anymore, let's declare it as abstract. Change the declaration in AwesomeEnemy to this:

    class AwesomeEnemy extends AwesomeActor
      abstract;
  3. The variables in this class are fine, so now let's examine the non-state functions. TakeDamage is going to have different functionality for both subclasses, so let's delete TakeDamage...