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

Role and authority


We know that non-simulated functions don't run on clients. But when we're in a simulated function, how do we tell the server and the client apart? For that matter, how do we know we're running the game in a network environment at all? There are a few variables we can use to help us out. The first, and most important, are Role and RemoteRole.

Role and RemoteRole

These two variables are declared in Actor as an enum and tell the game how the server and client should treat this actor. Let's take a look at the list:

enum ENetRole
{
   ROLE_None,              // No role at all.
   ROLE_SimulatedProxy,   // Locally simulated proxy of this actor.
   ROLE_AutonomousProxy,   // Locally autonomous proxy of this actor.
   ROLE_Authority,         // Authoritative control over the actor.
};
var ENetRole RemoteRole, Role;

By default, Role will always be ROLE_Authority on the server. This makes sense, since the server needs to have the last word on the state of all actors in the game. While...