Unreal Development Kit Game Programming with UnrealScript
Project Setup and Test Environments
Time for action — Installing the UDK
Using external programs to code
Time for action — Installing ConTEXT
Time for action — Configuring ConTEXT
Time for action — Installing UnCodeX
Time for action — Configuring UnCodeX
Time for action — Setting up AwesomeGame
Time for action — Compiling and testing AwesomeActor
Time for action — Using booleans
Time for action — Using integers
Time for action — Using floats
Time for action — Using strings
Time for action — Using arrays
Time for action — Using dynamic arrays
Time for action — Using structs
Time for action — Using vectors
Time for action — Using rotators
Time for action — Using the default properties block
Time for action — Editable variables
Time for action — Creating config variables
Time for action — Using modulo
Time for action — Using logical operators
Time for action — Concatenation
Time for action — Using if/else
Time for action — Using the for statement
Time for action — Using switches
Time for action — All classes are created equally
Time for action — Examining inheritance
Time for action — Making a custom weapon
Time for action — Experiments with inheritance
Time for action — Creating a custom GameInfo and PlayerController
Time for action — Experiments with function overriding
Time for action — Experiments with Actors as variables
Time for action — Casting Actor variables
Time for action — A practical example of casting for our game
Time for action — Creating the weapon branch
Time for action — Using abstract
Time for action — Hidecategories
Time for action — Expanding AwesomeGame
Time for action — Customizing the Pawn class
Time for action — Expanding the Controller
Time for action — No, my left!
Time for action — Detecting collisions to give our Pawn damage
Time for action — Making the TestEnemies move
Time for action — Using the HUD
Creating and calling functions
Time for action — Writing a function
Time for action — Calling custom functions
Time for action — What's your malfunction?
Local versus instance variables
Time for action — Using local variables
Time for action — Using Actors as local variables
Time for action — Modifying the projectile
Function parameters and modifiers
Time for action — Using function parameters
Time for action — Out parameters
Time for action — I'd like to return this please
Time for action — Filthy cheater
Time for action — Using static functions
Time for action — Just five more minutes mom
Time for action — Expanding Awesome Game
Using States to Control Behavior
Time for action — Writing a state
Time for action — Switching states
Time for action — Multiple personalities
Time for action — Calling non-state functions
Time for action — Non-state functions from inside a state
Time for action — Using state detection functions
Time for action — Subclassing the Seeking state
Keywords, labels, and latent functions
Time for action — Using ignores
Time for action — Do we really need to give labels to everything?
Time for action — Reverting our code
Time for action — Creating the abstract base class
Time for action — Creating and spawning the boss
Time for action — I like you, I kill you last
Time for action — Rage mode activate
Time for action — Using Kismet
Time for action — A more complex Kismet sequence
Time for action — Bug fixing time!
Time for action — Creating Kismet actions
Time for action — Using variables in Kismet
Time for action — Using handler functions
Time for action — Differentiating Kismet inputs
Time for action — What condition my condition was in
Time for action — The cleanup job
Time for action — Our first Kismet event
Time for action — Moving functionality into Kismet
Time for action — Setting the wave size
Time for action — Using SupportedEvents
Time for action — Creating a custom SupportedEvent
Time for action — Creating a latent action
The server-client relationship
Time for action — The server batch file
Time for action — The client batch file
Time for action — Unbreaking the player
Time for action — Unbreaking the game
Time for action — Making the GameReplicationInfo
Time for action — Bossing around
Time for action — Setting up for the client function
Time for action — Using the client function
Time for action — Using a server function
Time for action — Setting up the map
Time for action — Using simulated functions
Time for action — COMBO BREAKER!
Time for action — Examining Role and RemoteRole
Time for action — Respect my authority!
Time for action — Checking the level's NetMode.
Time for action — Replicating a variable
Time for action — Using ReplicatedEvent
Time for action — Preparing for brokenness
Time for action — A new script package
Time for action — Breaking the class itself
Time for action — Breaking some more code
Time for action — Misleading errors
Time for action — Captain obvious to the rescue!
Time for action — Setting up a twofer
Time for action — Mal-function
Time for action — Taking care of other function errors.
Time for action — Actor variable errors
Time for action — Other variable errors
Time for action — Dealing with Accessed None
Time for action — Fixing an Accessed None
Time for action — Accessed None in function parameters
Time for action — Setting up a scenario
Time for action — Debugging using the log
Time for action — Using the profiler
Time for action — Using Clock and UnClock
Time for action — Adding a Component to an Actor
Time for action — Component compiler error
Time for action — Components as variables
Time for action — Creating a toggleable flashlight