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 – Setting up the map


We're going to use our old friend AwesomeWeaponUpgrade to help us here. First we need to set up a little Kismet.

  1. Open AwesomeReplicationMap in the editor.

  2. In the Kismet editor, delete the Toggle action and the blank object variable linked to it.

  3. Next to the Trigger's Touch event, right-click and click on New Action | Actor | Actor Factory.

  4. In the Actor Factory action's properties, click on the blue down arrow at the end of Seq Act Actor Factory | Factory and select ActorFactoryActor.

  5. In the Actor Class property that appears, select AwesomeWeaponUpgrade.

  6. In the level, select the player start.

  7. Right-click in the Kismet editor and click on New Object Var Using PlayerStart_0.

  8. Connect the Touched output of the Touch event to the Spawn Actor input of the Actor Factory action.

  9. Connect the Spawn Point variable link of the Actor Factory action to the Player Start object variable. The Kismet should now look like this:

  10. Save and close the editor.

What just happened?

Now we...