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 – Using simulated functions


We'll be using PostBeginPlay for this, which is why we're spawning the AwesomeWeaponUpgrade with Kismet instead of just placing one directly in the editor. PostBeginPlay is called when an actor is first created, but our client won't connect to the server until that's already happened. This is an important thing to note when dealing with replication for editor-placed actors.

  1. Open AwesomeWeaponUpgrade in ConTEXT.

  2. To start, we're going to write a non-simulated version of PostBeginPlay.

    function PostBeginPlay()
    {
        `log("PostBeginPlay====================");
    }

    We'll add some equal signs to the end of our log to make it easier to spot.

  3. Compile the code.

  4. Run the server and the client, and then run over to the trigger. We'll see the log show up on the server:

    [0013.84] ScriptLog: PostBeginPlay====================

    We won't see this on the client.

  5. Now let's see what happens when we add the simulated function modifier:

    simulated function PostBeginPlay()
    {
        `log...