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 UnCo
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