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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

You're reading from   Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide Create games beyond your imagination with the Unreal Development Kit

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691925
Length 466 pages
Edition 1st Edition
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Author (1):
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Rachel Cordone Rachel Cordone
Author Profile Icon Rachel Cordone
Rachel Cordone
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Table of Contents (18) Chapters Close

Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Project Setup and Test Environments FREE CHAPTER 2. Storing and Manipulating Data 3. Understanding the Class Tree 4. Making Custom Classes 5. Using Functions 6. Using States to Control Behavior 7. Working with Kismet 8. Creating Multiplayer Games 9. Debugging and Optimization 10. Odds and Ends Pop Quiz Answers Index

Time for action – No, my left!


As a top down game, our control scheme is pretty terrible. When we press any of the direction keys on the keyboard, it's pretty tough to tell where the player is going to go. Right now our movement is based on our Pawn's rotation, so if we're facing the bottom of the screen, pressing left will actually make the pawn move to our right. Let's fix that.

  1. To do this we're going to need a Rotator variable. We can't just pull out_Rotation from the GetPlayerViewPoint function, so we'll do the same thing we did with our DesiredCameraRotation and create a variable to store it.

    var rotator CurrentCameraRotation;
  2. Now let's add a line to the end of our GetPlayerViewPoint function to store our out_Rotation:

    simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_Rotation)
    {
        super.GetPlayerViewPoint(out_Location, out_Rotation);
    
        if(Pawn != none)
        {
            out_Location = CurrentCameraLocation;
            out_Rotation = rotator((out_Location * vect...
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