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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Creating custom actors


Now that we know how the actor system works, we can move on to creating our first actor in C# and C++.

Note

By default, it is not possible to create actors purely using the Lua scripts. Typically, the actor is created in C++ and handles custom callbacks to a Lua script contained in the Game/Scripts/Entities/Actors folder.

Creating actors in C#

Using CryMono, we can create custom actors entirely in C#. To do so, we can derive from the Actor class as shown:

public class MyActor : Actor
{
}

The previous code is the bare minimum for creating an actor in CryMono. You can then navigate to your game rules implementation and spawn the actor once the client connects via the Actor.Create static method.

The CryMono class hierarchy

If you find yourself confused by the various CryMono/C# classes, see the following inheritance graph:

Note

Note that while querying entities using Entity.Get (or actors via Actor.Get), you'll get an object of type EntityBase or ActorBase. This is because the...

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