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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 – Making a custom weapon


The best way to learn about inheritance is to see it in action, and the most basic way to see it is through a game's weapons. They're easy to modify and are a good starting point for learning about the UDK's classes.

  1. Create a new .uc file in our AwesomeGame/Classes folder and call it AwesomeGun.uc . Write the following code in it:

    class AwesomeGun extends UTWeap_RocketLauncher_Content;
    
    defaultproperties
    {
        FireInterval(0)=0.1
        ShotCost(0)=0
    }
  2. Compile our class. Now here's where we would ask, "How did it compile? I didn't declare any variables, but we're putting some in our default properties!" This is how inheritance works. We already saw the ShotCost variable in UTWeapon on line 27:

    /** Holds the amount of ammo used for a given shot */
    var array<int> ShotCost;

    If we look higher up in the class tree at Weapon, we can see FireInterval on line 44 (as of the October 2011 build):

    /** Holds the amount of time a single shot takes */
    var()       ...
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