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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 – What's your malfunction?


One bug we'll notice playing around with this new enemy spawner code is that even after the match is over, the enemies keep moving toward us. There's no "pause" button being hit so this is normal behavior, but it's not what we want. Having them vanish wouldn't look quite right either, so let's just have them stop like the player does. To do this we'll have to start in our AwesomeGame class.

  1. We know the ScoreObjective function can tell us when the number of enemies reaches zero, so that's a good place to start. Let's add a bit of code to ScoreObjective:

    function ScoreObjective(PlayerReplicationInfo Scorer, Int Score)
    {
        local int i;
    
        EnemiesLeft--;
        super.ScoreObjective(Scorer, Score);
    
        if(EnemiesLeft == 0)
        {
            for(i=0; i<EnemySpawners.length; i++)
                EnemySpawners[i].FreezeEnemy();
        }
    }

    Now if EnemiesLeft is 0, it will iterate through the EnemySpawners array and tell all of them to freeze their enemies.

  2. The next...

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