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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 – Using abstract


We'll use this modifier in our AwesomeWeapon branch to see how it's useful.

  1. Before we change anything, open up our test map in the editor and take a look at the weapon spawner properties. We can change the weapon it spawns to be an AwesomeWeapon instead of an AwesomeWeapon_RocketLauncher :

    But if we look in our AwesomeWeapon class compared to the rocket launcher subclass, the AwesomeWeapon class by itself is pretty useless. It doesn't have a static mesh specified, no firing modes or projectile classes or ammo count. If we change the spawner to use AwesomeWeapon, in game we immediately get switched back to our default link gun.

    So with this in mind, why would we want AwesomeGun to show up in this list or be spawned in game at all? This is where the abstract modifier comes in handy.

  2. Change the top of our AwesomeWeapon class to the following:

    class AwesomeWeapon extends UTWeapon
        abstract;
  3. Now compile and take a look at the spawner properties.

    Now the class doesn...

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