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 – Bossing around


Alright, let's get this going! We'll be working in AwesomeBoss.uc for this.

  1. The first thing we'll need to do is make sure the states are working properly, so make sure we have the simulated keyword on all of the functions in the Seeking and StageTwo states.

  2. The Attack functions in those two states both call EndAttack, but if we look in AwesomeEnemy that function isn't simulated. Let's add the simulated keyword to it.

  3. As it is now, the boss won't enter the StageTwo state on the client because the call to do that is in the TakeDamage function, which isn't simulated. We don't want the client running that function since it's the server's job to keep track of that, so instead let's add a variable we can use in a similar way to what we did with the minions to get them to flee. Add this variable to AwesomeBoss:

    var bool bStageTwo;
  4. Now let's add that to a replication block for AwesomeBoss:

    replication
    {
        if(bNetDirty)
            bStageTwo;
    }
  5. Now let's alter the TakeDamage...