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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Trace actions in a shooting situation


In this recipe we'll introduce the Trace action, which is very useful for testing whether the space between two actors is obstructed or unobstructed. The example we'll use continues from the last scene, where a wall drops down to reveal a Bot who wants to shoot at us. Being told to shoot at us, he does so regardless of the wall, which is not plausible, so adding the Trace will help with that.

Getting ready

Open Packt_04_SimpleTrace_Start.UDK or continue from where you were in the last recipe if you wish.

How to do it...

  1. Open Kismet and, following the existing Actor Factory that provisions and spawns an enemy Bot, right-click and choose New Action | Misc | Trace. A Trace action draws a line between a Start object and an End object. You can also specify an exact HitObject it is looking for but in this case we don't need to. That would be more likely if you wanted to check against a NPC rather just a wall, which is what's getting in the robot's firing line...

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