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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 – Filthy cheater


Declaring an exec function is easy enough; using it is almost as easy. Let's make a function that will make it easier to test our game by upgrading our weapon when we call it. Exec functions can only be used in a few places, mostly Controller, Pawn, GameInfo, and CheatManager (which can be subclassed and put in the default properties of a PlayerController). For this experiment we'll put ours in AwesomePlayerController.

  1. First, let's delete all of the cheeseburger functions and related variables and default properties from AwesomeEnemySpawner so we don't get logs from that class anymore.

  2. Now for the function declaration. Add the following function to AwesomePlayerController:

    exec function Upgrade()
    {
        if(Pawn != none && AwesomeWeapon(Pawn.Weapon) != none)
            AwesomeWeapon(Pawn.Weapon).UpgradeWeapon();
    }

    This will test if we have a Pawn and it's holding an AwesomeWeapon, and if so upgrade it. Easy!

  3. That's all we need to do in the classes, so let's...

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