UnrealScript Game Programming Cookbook
Development Environments 28 Upon launching the game, it may state that your scripts are out of date and ask you to rebuild them. ...
Chapter 1 29 Adjust your settings so that they match the ones shown in the following screenshot. Be sure to check the checkbox ...
Development Environments 30 The Link Gun won't appear in your Actors tab, until you actually fire it and hit refresh to load eve ...
Chapter 1 31 You'll notice that when firing our weapon, the locations where the projectiles and beam start no longer line up wit ...
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2 Archetypes and Prefabs In this chapter, we will be covering the following recipes: f Construct a leaking pipe prefab f Adding ...
Archetypes and Prefabs 34 Prefabs are tied to the original assets through references, therefore if you make a change to an asset ...
Chapter 2 35 So now we have all of our assets lined up and drawn to the correct scale. Our last task is to group them as a prefa ...
Archetypes and Prefabs 36 If you see a white box with a red P in the center, then you've successfully created a prefab! We've es ...
Chapter 2 37 Adding particles to our prefab Our prefab only needs two items for it to actually be called prefab, but it looks a ...
Archetypes and Prefabs 38 Align the particles in front of the pipe, so that it is nearly overlapping with the water. We want to ...
Chapter 2 39 Adding audio effects to our prefab Our prefab is nearly complete! We've got all of the visual aesthetics for our pr ...
Archetypes and Prefabs 40 Align the sound cue beneath the pipe. When you hit the PIE button, you'll notice that the sound gradu ...
Chapter 2 41 We'll be creating an archetype in UnrealScript to allow the level designers to use it in the editor. To have a bett ...
Archetypes and Prefabs 42 From there scroll to PointLight and left-click on the + to open up all of the lights under that categ ...
Chapter 2 43 We've got our class created, but now we need to hide some properties from the editor. Add the following code benea ...
Archetypes and Prefabs 44 Drag your new archetype into the map and press F4 to bring up its properties again. You'll immediatel ...
Chapter 2 45 Let's change the radius of our light as well. Open the indented dark gray colored tab marked Point Light Component ...
Archetypes and Prefabs 46 There are a number of occasions when you may need to make use of archetypes, so let's go through a few ...
Chapter 2 47 By opening the archetype properties within the level editor, a designer can quickly change how objects and actors a ...
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