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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 for the client function


The first thing we need to do is create a new map we can test with. The one we have is fine enough, but we need to change it a bit.

  1. Open AwesomeTestMap in the editor.

  2. Delete the entire Kismet.

  3. Optionally, delete all of the AwesomeEnemySpawners, TargetPoints , and other actors on the map. Be sure to leave the player start, the ground, and the lights.

  4. Save the map as AwesomeReplicationMap.udk and close the editor.

  5. Now we can start programming. Open AwesomePawn.uc in ConTEXT.

  6. We'll be using a Toggle Kismet action on our AwesomePawn, so we need to add the OnToggle function. For this experiment we don't need to worry about which input is being activated. For now, let's just put a log in the function:

    function OnToggle(SeqAct_Toggle InAction)
    {
        `log("I have been toggled!");
    }
  7. Compile the code and open AwesomeReplicationMap in the editor.

  8. Add a trigger near the player start.

  9. Double-click on the Trigger to open up its properties, and uncheck Display...

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