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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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Toc

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

Understanding the usage of Named Variables


In this recipe we'll introduce a way to simplify the connections of Object Variables. The reason to do so is because in the next recipe we'll introduce Sub-Sequences, which are a way to layer out sections of Kismet, and using Named Variables are often necessary when doing so. A good case for introducing the benefit of Named Variables is in the case of Bots. When a spawned actor is referenced by actions many times, you wind up with connections to it from multiple locations, which can get messy. We'll take steps to clean up a section of Kismet we've made in previous recipes to show how Named Variables are set up.

Getting ready

Open Packt_04_NamedVariable_Start.UDK or continue from where you were in the last recipe if you completed it. In this map the Bot handling is already set up, from previous recipes. Look at the section Bot Handling.

How to do it...

  1. In the top row of Kismet there is a means to set bookmarks of the Kismet canvas so you can jump around...
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