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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 – Adding a Component to an Actor


For these experiments, we'll go back to our AwesomeGame classes, specifically our AwesomeActor. We'll take a look at how to add and remove Components and how to manipulate them through our functions.

  1. We'll need a blank map for our experiments, so open AwesomeTestMap in the editor and delete all of the Kismet, AwesomeEnemySpawners, the look target, and the weapon spawner. All that should be left is the ground, the player start, and the lights.

  2. Save the map and close the editor.

  3. Open AwesomeActor.uc in ConTEXT.

  4. Components are found under Object in the class tree. The one we're most concerned with for this is ActorComponents, which is the one that will be used most when working with UnrealScript. We'll start by adding a SpriteComponent to a new class we'll create, AwesomeComponentActor . SpriteComponents are most commonly used to give the Actor a physical representation in the editor. First let's create a new file called AwesomeComponentActor...

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