UnrealScript Game Programming Cookbook

(Chris Devlin) #1

iii



  • Preface

  • Chapter 1: Development Environments

    • Introduction

    • Using UnCodeX

    • Dungeon Defenders to save the day

    • Unreal Script IDE

    • nFringe

    • Unreal X-Editor

    • Editing runtime values with Remote Control



  • Chapter 2: Archetypes and Prefabs

    • Introduction

    • Constructing a leaking pipe prefab

    • Adding particles to our prefab

    • Adding audio effects to our prefab

    • Creating a PointLight archetype

    • Creating a subarchetype from an archetype



  • Chapter 3: Scripting a Camera System

    • Introduction

    • Configuring the engine and editor for a custom camera

    • Writing the TutorialCamera class

    • Camera properties and archetypes

    • Creating a first person camera

    • Creating a third person camera

    • Creating a side-scrolling camera

    • Creating a top-down camera



  • Chapter 4: Crafting Pickups Table of Contents

    • Introduction

    • Creating our first pickup

    • Creating a base for our pickup to spawn from

    • Animating our pickup

    • Altering what our pickup does

    • Allowing vehicles to use a pickup



  • Chapter 5: AI and Navigation

    • Introduction

    • Laying PathNodes on a map

    • Laying NavMeshes on a map

    • Adding a scout to create NavMesh properties

    • Adding an AI pawn via Kismet

    • Allowing a pawn to wander randomly around a map

    • Making a pawn patrol PathNodes on a map

    • Making a pawn randomly patrol PathNodes on a map

    • Allowing a pawn to randomly patrol a map with NavMeshes

    • Making a pawn follow us around the map with NavMeshes



  • Chapter 6: Weapons

    • Introduction

    • Creating a gun that fires homing missiles

    • Creating a gun that heals pawns

    • Creating a weapon that can damage over time

    • Adding a flashlight to a weapon

    • Creating an explosive barrel

    • Creating a landmine



  • Chapter 7: HUD

    • Introduction

    • Displaying a bar for the player's health

    • Drawing text for a player's health

    • Displaying a bar for the player's ammo

    • Drawing text for the player's ammo

    • Drawing the player's name on screen

    • Creating a crosshair



  • Chapter 8: Miscellaneous Recipes Table of Contents

    • Introduction

    • Creating an army of companions

    • Having enemies flash quickly as their health decreases

    • Creating a crosshair that uses our weapon's trace

    • Changing the crosshair color when aiming at a pawn

    • Drawing a debug screen

    • Drawing a bounding box around pawns



  • Index

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