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

Replicating function calls


We've been using variables and functions a bit with our replication experiments, but we haven't quite talked about how to use functions to their fullest extent with replication. First up we're going to talk about the function modifiers we can use and how they affect when and where the functions are called.

Replication function modifiers

We talked briefly about these back in Chapter 5, insert Using Functions, and now it's time to take a closer look. These function modifiers only apply when we're working in an online environment; if we were making a single-player game these wouldn't matter.

Reliable versus Unreliable

The meaning of these is pretty self explanatory. Functions designated as reliable will always be sent across the network. Even if bandwidth is saturated these function calls will eventually be replicated. On the other hand, unreliable function calls aren't guaranteed to make it to their destination. In a lot of cases we're not worried about this as the function...