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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 – Using SupportedEvents


Let's see if we can change the beginning of our game. Instead of automatically triggering the first wave when the player spawns, let's make it so they have to pick up the weapon and a weapon upgrade first as a kind of tutorial:

  1. Open AwesomeTestMap in the editor.

  2. Place an AwesomeWeaponUpgrade in the level near the weapon.

  3. With the AwesomeWeaponUpgrade selected, open the Kismet editor.

  4. Right-click above the Player Spawned event and hit New Event Using AwesomeWeaponUpgrade_0 | Touch.

  5. Hook the Touched output of the event to the input of the Spawner Activation action.

  6. Delete the Player Spawned event.

  7. Save the map and run the game.

What just happened?

We can see the problem with this setup pretty quickly. Even if we don't actually pick it up, simply running over it triggers the first wave. The problem is that the AwesomeWeaponUpgrade receives touches and triggers its Touch events regardless of what we're doing inside the UnrealScript class's Touch function. We...

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