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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
Languages
Tools
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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 – Respect my authority!


Once again, back to AwesomeWeaponUpgrade.

  1. Let's change the PostBeginPlay function a bit:

    simulated function PostBeginPlay()
    {
        `log("PostBeginPlay====================");
    
        if(Role == ROLE_Authority)
            `log("I am running on the server!");
        else
            `log("I am running on the client!");
    }
  2. Compile the code.

  3. Run the server and the client. Now let's take a look at what happens.

  4. Run to the trigger, then take a look at the server's log:

    [0014.57] ScriptLog: PostBeginPlay====================
    [0014.57] ScriptLog: I am running on the server!
  5. Now let's take a look at the client:

    [0010.53] ScriptLog: PostBeginPlay====================
    [0010.53] ScriptLog: I am running on the client!

What just happened?

This is useful when we want both the client and the server to run a function, but we want them to have different responses to that function. As an example, since particle effects don't need to be spawned on the server since they'd just waste processing...

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