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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
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Author (1):
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Thomas Mooney Thomas Mooney
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Thomas Mooney
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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

Setting up sockets


Sockets are points on the model where elements that are not part of the character can be fixed on it, such as weapon points, particle emitter points, or any other kind of contact point that you can think of. Typically a character in UDK needs to have two weapon sockets to work as a player character and also two jump boot sockets and a neck gore socket because they are defined in the default player class, at least for UTGame. They should be defined, but they don't need to actually have anything assigned to them.

Getting ready

Make sure the Packt package is fully loaded, and open Packt_Character_AddSocket in the AnimSet Editor. This mesh is different to Packt_Character, which already has the sockets added.

How to do it...

  1. Choose from the menu Mesh | Socket Manager or click its icon [ ]. In the dialog window that pops up press New Socket. You will be prompted to select a bone name from the bones that comprise the active skeleton to add a socket to.
  2. In this example choose b_RightWeapon...

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