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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 the map


We're going to use our old friend AwesomeWeaponUpgrade to help us here. First we need to set up a little Kismet.

  1. Open AwesomeReplicationMap in the editor.

  2. In the Kismet editor, delete the Toggle action and the blank object variable linked to it.

  3. Next to the Trigger's Touch event, right-click and click on New Action | Actor | Actor Factory.

  4. In the Actor Factory action's properties, click on the blue down arrow at the end of Seq Act Actor Factory | Factory and select ActorFactoryActor.

  5. In the Actor Class property that appears, select AwesomeWeaponUpgrade.

  6. In the level, select the player start.

  7. Right-click in the Kismet editor and click on New Object Var Using PlayerStart_0.

  8. Connect the Touched output of the Touch event to the Spawn Actor input of the Actor Factory action.

  9. Connect the Spawn Point variable link of the Actor Factory action to the Player Start object variable. The Kismet should now look like this:

  10. Save and close the editor.

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