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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
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
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

Event-based movement of scene objects in Matinee


For the Bot in the previous recipe, we have an activation delay for his spawning, which means he seems to pop into existence out of nowhere. We can disguise this with a moving wall that surrounds him, then drops down to expose him to view after he's already spawned. To do so, we'll use the Matinee Editor to key the moving object's motion.

Getting ready

Open Packt_04_SimpleMatinee_Start.UDK or continue from where you were in the last recipe if you wish.

How to do it...

  1. Open the Content Browser (Ctrl + Shift + F) and set the filter type to StaticMesh. Type Dropper in the search field. If nothing shows up, right-click on the PacktKismet package and choose Fully Load.

  2. You should see a StaticMesh that looks like a four-sided tube. Drag it into the scene and place it where the Bot spawns on top of the cube in the middle of the scene. Scale it up too, by about 5.5. You can do this using the numerical input at the bottom of the editor called DrawScale...

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