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UnrealScript Game Programming Cookbook

Book Description

Discover how you can augment your game development with the power of UnrealScript

  • Create a truly unique experience within UDK using a series of powerful recipes to augment your content

  • Discover how you can utilize the advanced functionality offered by the Unreal Engine with UnrealScript

  • Learn how to harness the built-in AI in UDK to its full potential

In Detail

Designed for high-level game programming, UnrealScript is used in tandem with the Unreal Engine to provide a scripting language that is ideal for creating your very own unique gameplay experience. By learning how to replicate some of the advanced techniques used in today's modern games, you too can take your game to the next level and stand out from the crowd.

By providing a series of engaging and practical recipes, this "UnrealScript Game Programming Cookbook" will show you how to leverage the advanced functionality within UDK. You'll be shown how to implement a wide variety of practical features using the high-level scripting language ranging from designing your own HUD, creating your very own custom tailored weapons, to generating pathfinding solutions, and even meticulously crafting your own AI.

Learn how you can fully augment your projects with UnrealScript, with the additional inclusion of specific techniques that cover disciplines as diverse as AI scripting and HUD design. Initially starting with recipes that cover tinkering with your IDE, developing archetypes, and scripting cameras, you'll soon move on to creating advanced artificial intelligence, weapons, and vehicles alongside unique HUD and inventory systems.

Table of Contents

  1. UnrealScript Game Programming Cookbook
    1. Table of Contents
    2. UnrealScript Game Programming Cookbook
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the example code
        2. Errata
        3. Piracy
        4. Questions
    8. 1. Development Environments
      1. Introduction
        1. Integrated development environments
      2. Using UnCodeX
        1. Getting ready
        2. How to do it…
        3. There's more...
      3. Dungeon Defenders to save the day
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      4. Unreal Script IDE
        1. Getting ready
        2. How to do it…
        3. There's more…
      5. nFringe
        1. Getting ready
        2. How to do it…
        3. How it works…
        4. There's more…
      6. Unreal X-Editor
        1. Getting ready
        2. How to do it…
        3. There's more...
        4. See also
      7. Editing runtime values with Remote Control
        1. Getting ready
        2. How to do it...
        3. There's more...
    9. 2. Archetypes and Prefabs
      1. Introduction
        1. Prefabs
      2. Constructing a leaking pipe prefab
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Adding particles to our prefab
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      4. Adding audio effects to our prefab
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      5. Creating a PointLight archetype
        1. Getting ready
        2. How to do it...
        3. How it works...
          1. Multiple deviations of an actor or object is necessary
          2. Altering objects within the editor
          3. Reduction of compile-time and load-time overhead
        4. See also
      6. Creating a subarchetype from an archetype
        1. Getting ready
        2. How to do it...
        3. How it works...
    10. 3. Scripting a Camera System
      1. Introduction
        1. Understanding the camera
        2. The PlayerController class
      2. Configuring the engine and editor for a custom camera
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Writing the TutorialCamera class
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Camera properties and archetypes
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      5. Creating a first person camera
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Creating a third person camera
        1. Getting ready
        2. How to do it...
        3. How it works...
      7. Creating a side-scrolling camera
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      8. Creating a top-down camera
        1. Getting ready
        2. How to do it...
        3. How it works...
    11. 4. Crafting Pickups
      1. Introduction
        1. Understanding AI
        2. Pickups
      2. Creating our first pickup
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Creating a base for our pickup to spawn from
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Animating our pickup
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Altering what our pickup does
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Allowing vehicles to use a pickup
        1. Getting ready
        2. How to do it...
        3. How it works...
    12. 5. AI and Navigation
      1. Introduction
        1. WayPoints
        2. Benefits of WayPoints
        3. NavMeshes
        4. Benefits of NavMeshes
        5. Improved representation of the environment
        6. No more raycasts
      2. Laying PathNodes on a map
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      3. Laying NavMeshes on a map
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Adding a scout to create NavMesh properties
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Adding an AI pawn via Kismet
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Allowing a pawn to wander randomly around a map
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      7. Making a pawn patrol PathNodes on a map
        1. Getting ready
        2. How to do it...
        3. How it works...
      8. Making a pawn randomly patrol PathNodes on a map
        1. Getting ready
        2. How to do it...
        3. How it works...
      9. Allowing a pawn to randomly patrol a map with NavMeshes
        1. Getting ready
        2. How to do it...
        3. How it works...
      10. Making a pawn follow us around the map with NavMeshes
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
    13. 6. Weapons
      1. Introduction
      2. Creating a gun that fires homing missiles
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Creating a gun that heals pawns
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      4. Creating a weapon that can damage over time
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Adding a flashlight to a weapon
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Creating an explosive barrel
        1. Getting ready
        2. How to do it...
        3. How it works...
      7. Creating a landmine
        1. Getting ready
        2. How to do it...
        3. How it works...
    14. 7. HUD
      1. Introduction
      2. Displaying a bar for the player's health
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Drawing text for a player's health
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Displaying a bar for the player's ammo
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Drawing text for the player's ammo
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Drawing the player's name on screen
        1. Getting ready
        2. How to do it...
        3. How it works...
      7. Creating a crosshair
        1. Getting ready
        2. How to do it...
        3. How it works...
    15. 8. Miscellaneous Recipes
      1. Introduction
      2. Creating an army of companions
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Having enemies flash quickly as their health decreases
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Creating a crosshair that uses our weapon's trace
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Changing the crosshair color when aiming at a pawn
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Drawing a debug screen
        1. Getting ready
        2. How to do it...
        3. How it works...
      7. Drawing a bounding box around pawns
        1. Getting ready
        2. How to do it...
        3. There's more...
        4. How it works...
    16. Index