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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 – Setting up a scenario


Before we start debugging, we need something that's broken that we can use to test our skills. The first thing we need to do is get our own PlayerController class working.

  1. Remembering that our PlayerController class is specified in the GameInfo, that is where we need to start. Let's add a new file to our Development\Src\BrokenGame\Classes folder called BrokenGame.uc.

  2. Write the following code into BrokenGame.uc:

    class BrokenGame extends UTDeathmatch;
    
    defaultproperties
    {
        PlayerControllerClass=class'BrokenGame.BrokenPlayerController'
        bDelayedStart=false
        bUseClassicHUD=true
    }
  3. Now we need to create the BrokenPlayerController class. Start by creating a new file in Development\Src\BrokenGame\Classes called BrokenPlayerController.uc.

  4. Write the following code in BrokenPlayerController.uc:

    class BrokenPlayerController extends UTPlayerController;
    
    defaultproperties
    {
    }
  5. Now we're going to change BrokenActor a bit. We'll borrow some code from the AwesomeEnemy...

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