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 – Bug fixing time!


If we were writing this Kismet sequence as code, we might use a Boolean to keep track of whether a weapon upgrade has been spawned or not. If we hit the trigger and bUpgradeSpawned was false, we'd set it to true and spawn one. Once it was picked up, we'd set the Boolean back to false. We already know how to do that in code, but how about Kismet?

There are a few different ways we could do this, but to keep it relatively simple we'll just use another trigger:

  1. Open AwesomeTestMap and delete the TargetPoint that we're using as the upgrade spawn location. Since it's referenced by Kismet, the editor will ask you if you're sure. Click on Continue. Now if we open our Kismet editor, we'll see that the variable that held our TargetPoint now has ??? written on it. This lets us know that the variable doesn't have an actor associated with it. If this were UnrealScript, it would be the same as a variable being none. Don't delete this Kismet variable, we'll use it in a...