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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 – Customizing the Pawn class


We're going to get more into the Pawn class in a bit, but since the GameInfo class tells the game which Pawn class to use, we'll create it now and investigate what those two things around our player are, now that we start with no weapon.

  1. Create a new file in our Development/Src/AwesomeGame/Classes folder called AwesomePawn.uc. As always, we'll put some test code in PostBeginPlay to make sure our class is working:

    class AwesomePawn extends UTPawn;
    
    simulated function PostBeginPlay()
    {
        super.PostBeginPlay();
        `log("AwesomePawn spawned! =====");
    }
    
    defaultproperties
    {
    }

    That's it for this class for the moment; now let's tell the game to use our class.

  2. In AwesomeGame.uc, let's set our Pawn class in the default properties:

        DefaultPawnClass=class'AwesomeGame.AwesomePawn'
  3. Compile the code and run the game, and we'll see our log show up:

    [0006.55] ScriptLog: AwesomePawn spawned! =====
  4. Now to get rid of the floaty thingies. As with our giant floating...

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