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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 – Detecting collisions to give our Pawn damage


As the physical representation of the player, the Pawn class uses the function TakeDamage to subtract from our health, give us any momentum the weapon used has (such as rockets pushing us away when they explode), and tells the game what type of damage it was so it can play the appropriate effects and send the right death messages. We'll call that function from another function we're going to use, Bump.

  1. While in the real world using Bump resurrects old forum threads, in the UDK it lets us know when two actors that have bBlockActors set to true run into each other. First, let's set a damage amount in our TestEnemy class. Add this variable to TestEnemy:

        var float BumpDamage;

    And give it a value in the default properties:

        BumpDamage=5.0
  2. Now let's add the Bump function to our AwesomePawn:

    event Bump(Actor Other, PrimitiveComponent OtherComp, vector HitNormal)
    {
        `log("Bump!");
        if(TestEnemy(Other) != none)
            TakeDamage...
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