UnrealScript Game Programming Cookbook
Crafting Pickups 108 End Object Components.Add(ParticleGlow) Glow=ParticleGlow } Again, this is identical to our pawn's health p ...
Chapter 4 109 With our archetypes created we can now drag-and-drop them into the map and use them from there. Included with th ...
Crafting Pickups 110 How it works... This process required a few steps. First, we had to create Tut_VehicleScorpion Content and ...
5 AI and Navigation In this chapter, we will be covering the following recipes: f Laying PathNodes on a map f Laying NavMeshes o ...
AI and Navigation 112 NavigationPoints are laid on a map by the designer, and are used to illustrate where they do and do not wi ...
Chapter 5 113 A path represented by a series of polygons illustrates not only the direction your pawn can travel, but also the s ...
AI and Navigation 114 If you were to build a game that used squads, the process of determining a location to remain in squad for ...
Chapter 5 115 When your new map appears, we'll be ready to advance. How to do it... With our new map, we can begin by adding som ...
AI and Navigation 116 From here we can lay PathNodes, which our pawn will use to navigate. Open your Actor Classes browser and ...
Chapter 5 117 When we're finished laying PathNodes, we can rebuild our map. Because we have new BSP, we'll need to rebuild geom ...
AI and Navigation 118 How it works... WayPoints are all about precision and allow a designer to have complete control over how p ...
Chapter 5 119 Drag the pylon toward the top-left corner of the map. You'll notice that the bounds for the pylon extend past the ...
AI and Navigation 120 Create three more copies of the NavMesh, and spread them out in a similar manner, so that all corners of ...
Chapter 5 121 If we switch to a perspective view, we can see that the height of our NavMeshes doesn't extend very far. This coul ...
AI and Navigation 122 If we were to ever use a pawn whose height is greater than that of the scout's NavMesh, then upon spawning ...
Chapter 5 123 The current setting of 175 for NavMeshGen_MaxPolyHeight may cause some issues for us if we use a pawn larger than ...
AI and Navigation 124 How it works... NavMeshes use a Scout class to determine its default properties for things such as height. ...
Chapter 5 125 { super.PostBeginPlay(); 'Log("TutBot up"); } That's all we're going to add to the pawn right now. It has plenty o ...
AI and Navigation 126 Follow the same procedure for creating an Actor Factory by right-clicking on a blank space on the canvas, ...
Chapter 5 127 We now need to attach an event for our Actor Factory using Kismet. Again, right-click on a blank space on the can ...
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