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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 – Examining inheritance


  1. We can see an example of this by taking a look at the class tree in UnCodeX, under Actor | Inventory | Weapon | UDKWeapon. Expanding UTWeapon we can see the different types of weapons provided as examples in the UDK:

    We can see that UTBeamWeapon (like the plasma gun we start with when running the game), UTWeap_RocketLauncher , and UTWeap_ShockRifleBase are amongst our weaponry. Each of these behaves differently, but all of them have common functionality.

  2. Clicking on UTWeapon , we can see some of its variables.

    /** Initial ammo count if in weapon locker */
    var int LockerAmmoCount;
    
    /** Max ammo count */
    var int MaxAmmoCount;
    
    /** Holds the amount of ammo used for a given shot */
    var array<int> ShotCost;

What just happened?

Things like MaxAmmoCount and ShotCost are common to all of the weapons, so instead of having to duplicate the variables to all of the subclasses, they're declared in all of the weapons' parent class, UTWeapon. Indeed, if we...

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