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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

Function overriding in states


One question we might ask at this point is how can we have more than one Tick function in our class? Don't they interfere with each other? With states, each one can have functions operate differently, as with our use of Tick and how it changes depending on what state we're in. Functions can be changed in each state or ignored completely. We left TakeDamage alone, for instance, although we could have made an empty version inside the Fleeing state to keep the enemies from taking damage as they fled.

Taking a look at our updated AwesomeEnemy class, we can also see that functions don't even need to be in a state. With our TakeDamage function, as it's not in a state and not overridden in any state, it will operate the same way no matter what state the actor is in.

Red state, blue state, no state, new state?

Let's take a look at function overriding in states so we can understand how it works.

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