UnrealScript Game Programming Cookbook

UnrealScript Game Programming Cookbook
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Table of Contents
Sample Chapters
  • Create a truly unique experience within UDK using a series of powerful recipes to augment your content
  • Discover how you can utilize the advanced functionality offered by the Unreal Engine with UnrealScript
  • Learn how to harness the built-in AI in UDK to its full potential


Book Details

Language : English
Paperback : 272 pages [ 235mm x 191mm ]
Release Date : February 2013
ISBN : 1849695563
ISBN 13 : 9781849695565
Author(s) : Dave Voyles
Topics and Technologies : All Books, Game Development, Cookbooks, Games

Table of Contents

Chapter 1: Development Environments
Chapter 2: Archetypes and Prefabs
Chapter 3: Scripting a Camera System
Chapter 4: Crafting Pickups
Chapter 5: AI and Navigation
Chapter 6: Weapons
Chapter 7: HUD
Chapter 8: Miscellaneous Recipes
  • 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
          • 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
                  • 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

                  Dave Voyles

                  Dave Voyles has worked as a coordinator for the last two Indie Games Uprisings on Xbox Live, an annual event organized to highlight the talented developers and their titles on Xbox Live Indie Games. Additionally, he has released a title of his own, Piz-ong on XBLIG, as well as projects using Unity and the Unreal Engine for game jams. He's proficient in C# and UnrealScript, and all facets of the Unreal Engine, as well as a number of 3D modeling suites, including 3DS Max and Maya. He has also worked as a technical reviewer on Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide, Packt Publishing and Unreal Development Kit Beginner's Guide, Packt Publishing. Moreover, he works as managing editor at Armless Octopus, a site dedicated to cover Indie game development with an emphasis on XNA and XBLIG. You can find him on Twitter under the handle @DaveVoyles or at www.About.me/DaveVoyles.

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                  Sample chapters

                  You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                  What you will learn from this book

                  • Create advanced navigation with pathnodes and waypoints
                  • Construct AI that follows and avoids players and other bots
                  • Produce custom modular weapons, like your very own homing rocket
                  • Develop a HUD to display essential information using the UDK canvas
                  • Fashion archetypes and prefabs for easy collaboration with level designers
                  • Script a modular camera system for a variety of perspectives
                  • Craft pickups for both health and ammunition
                  • Design weapons that perform damage over time or even heal friends

                  In Detail

                  Designed for high-level game programming, UnrealScript is used in tandem with the Unreal Engine to provide a scripting language that is ideal for creating your very own unique gameplay experience. By learning how to replicate some of the advanced techniques used in today's modern games, you too can take your game to the next level and stand out from the crowd.

                  By providing a series of engaging and practical recipes, this "UnrealScript Game Programming Cookbook" will show you how to leverage the advanced functionality within UDK. You'll be shown how to implement a wide variety of practical features using the high-level scripting language ranging from designing your own HUD, creating your very own custom tailored weapons, to generating pathfinding solutions, and even meticulously crafting your own AI.

                  Learn how you can fully augment your projects with UnrealScript, with the additional inclusion of specific techniques that cover disciplines as diverse as AI scripting and HUD design. Initially starting with recipes that cover tinkering with your IDE, developing archetypes, and scripting cameras, you'll soon move on to creating advanced artificial intelligence, weapons, and vehicles alongside unique HUD and inventory systems.



                  Filled with a practical collection of recipes, the UnrealScript Game Programming Cookbook is full of clear step-by-step instructions that help you harness the powerful scripting language to supplement and add AAA quality to your very own projects.

                  Who this book is for

                  This essential Cookbook has been assembled with both the hobbyist and professional developer in mind. A solid foundation of object oriented programming knowledge will be required. All examples can be replicated and used by UDK and in some cases other software and tools - all of which are available for free – can be used too.

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