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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 – A more complex Kismet sequence


The idea sounds simple in theory: the player walks over a trigger, and a weapon upgrade appears. In reality, we'll see that simple ideas can get complicated pretty quickly, even in Kismet:

  1. We should still have the editor open, if not, open it and open our AwesomeTestMap. Delete the Kismet from the last experiment by clicking on each action and event and hitting Delete on the keyboard.

  2. Delete all of the AwesomeWeaponUpgrade actors, we'll be placing them in the map through Kismet.

  3. The first thing we'll need is the trigger. Open up the Content Browser and select the Actor Classes tab. Make sure Show Categories is unchecked, and select Actor | Trigger (Not the subclasses, just Trigger). In the level, right-click somewhere near the start player and hit Add Trigger Here.

  4. The trigger we've added won't be visible in game by default, so let's fix that real quick. Double-click on the trigger to open its properties, and under Display, uncheck Hidden. Close...

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