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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 – Components as variables


As our new AwesomeInfo class doesn't have any subclasses, we can mess around with it without worrying about breaking anything, so let's keep working there.

  1. First, we're going to put a StaticMeshComponent in the class, similar to what we did with our AwesomeEnemy class. Let's rewrite our AwesomeInfo class to look like the following code snippet:

    class AwesomeInfo extends Info
        placeable;
    
    defaultproperties
    {
      Begin Object Class=StaticMeshComponent Name=MyMesh
        StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'
        Materials(0)=Material'EditorMaterials.WidgetMaterial_Y'
        Scale3D=(X=0.25,Y=0.25,Z=0.25)
      End Object
      Components.Add(MyMesh)
    
      bHidden=false
    }
  2. As we're using an emissive material, we don't need to set a light environment for the StaticMeshComponent. The Info class has bHidden set to True, we need to change it so we can see the AwesomeInfo in game.

  3. Compile the code, and open AwesomeTestMap in the editor.

  4. If the AwesomeActor is...

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