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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 – Reverting our code


Now let's get the test code out of here!

  1. The first thing we need to do is open the AwesomeTestMap and delete the placed AwesomeEnemy there. Save the map and exit the editor.

  2. Next, let's take out the placeable keyword from the top of AwesomeEnemy:

    class AwesomeEnemy extends AwesomeActor;
  3. Now let's change AwesomeEnemy's TakeDamage function back to what it was before we started these experiments:

    event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
    {
      if(EventInstigator != none && EventInstigator.PlayerReplicationInfo != none)
        WorldInfo.Game.ScoreObjective(EventInstigator.PlayerReplicationInfo, 1);
    
      if(AwesomeEnemySpawner(Owner) != none)
        AwesomeEnemySpawner(Owner).EnemyDied();
    
      Destroy();
    }
  4. Now in AwesomeGame, let's change the EnemiesLeft default property back to 10:

    EnemiesLeft=10
  5. Finally, let's add...

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