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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

Keywords, labels, and latent functions


Just a few other things we need to discuss about states, keywords, labels, and latent functions. Let's start by going over the keywords we can use in states.

Keywords

One keyword that we've already been using is auto ; it designates the state as the one the actor will start in when it is created. Only one state can have the auto keyword, but if we wanted to we could have no states with it. In that case, the actor will only use the non-state functions until it enters one of the states.

The other keyword we can use with states is ignores . Unlike auto, ignores goes inside the state at the top, before any functions are declared. Using ignores tells the state not to use the functions we tell it to while it's in this state. It has the same effect as declaring the function and leaving it empty, but it's a lot cleaner to use ignores. Let's see if we can use it in our AwesomeEnemy class.

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