programming unrealscript

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Programming UnrealScript 2009

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Programming UnrealScript. 2009. File Types – Storage Location. Object Storage. Unreal is partitioned using Packages Each package can contain all of the files listed before Almost all objects in unreal are stored in groups. You can see how objects are stored in UnrealEd. Compiler. - PowerPoint PPT Presentation

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Page 1: Programming UnrealScript

Programming UnrealScript

2009

Page 2: Programming UnrealScript

File Types – Storage Location.uc – UnrealScript Files [Package Name]\Classes

.u Compiled Code System

.ukx – Animated Mesh Files Animations

.usx – Static Mesh Files StaticMeshes

.utx – Texture Files Textures

.ut2 – Map Files Maps

.ogg – Music Files Music

.uax – Sound Files Sounds

.log – Log Files System

.ucl – Unreal Cache List Map/Classes

System

.int – References to Package System

.upl – Unreal Player Information System

Page 3: Programming UnrealScript

Object Storage

• Unreal is partitioned using Packages

• Each package can contain all of the files listed before

• Almost all objects in unreal are stored in groups.

• You can see how objects are stored in UnrealEd

Page 4: Programming UnrealScript

Compiler

• UCC is a Command Line Compiler• To Compile use ‘Ucc make’• To compile using a custom config use

Ucc make –ini=‘<ini file>’- Useful to avoid recompiling too much code,

and reducing includes

• .ucl, .u file in System Folder• UnrealScript runs at about 1/20th the

speed of C++ Code

Page 5: Programming UnrealScript
Page 6: Programming UnrealScript

Compiling the fast way

• Don’t Forget the ucc.log file in the Unreal System Directory– It WILL save you loads of time when things

get weird

Page 7: Programming UnrealScript
Page 8: Programming UnrealScript

Editors

• UltraEdit– Text Based Editor, Manage your own

compiling, Classes, Files, etc– Fantastic File Search abilities

• Wotgreal– All in one, compiler, editor, class manager

Setting Up UltraEdit:

http://wiki.beyondunreal.com/wiki/UltraEdit

Page 9: Programming UnrealScript

Engine Structure

• Object Oriented• Massive Class Hierarchy

– Almost everything in Unreal is a sub class of the class Actor

– Actor is an extension of the Native Class Object

• Native Classes are permanent, and you shouldn’t need to try to override them

– Every visible object in the game world is an Actor, or sub class of

Page 10: Programming UnrealScript

Class Extensions

• Nearly every Class you write will extend upon one of the Unreal Classes

• You first Class will extend the Class Mutator

Page 11: Programming UnrealScript
Page 12: Programming UnrealScript

Types of Mods

• Mutator– Minor Changes in Gameplay

• The only classes you can inherit from are Mutator, Info, and Actor

– You can reference other classes, but more advantageous modders should consider a TC Mod

• Total Conversion (TC Mod)– Can vary between minor changes, to a

completely new game type– Classes can be extended from everywhere

Page 13: Programming UnrealScript

Running Mods

• Muators appear automatically under the Mutator list in Unreal

• TC Mods:– -mod=[Your Mod]

• Log file view– Execute Unreal using ‘ut2004 –log’

• Mod .ini file– DefaultProperties in your mod.uc file will

override the Ut2k4mod.ini file

Page 14: Programming UnrealScript

Keeping your code separate

• UCC make –mod=– Only works when your mod has a

UT2k4mod.ini file– Compiled files are stored in Mod\System

Folder– You need to create a Default.ini and

DefUser.ini in the Mod\System folder– For mutators to show up in the Mutator

browser a .ucl file is required

Page 15: Programming UnrealScript

• You’ll also need to remove the MyMod.ini and MyModUser.ini files when you recompile your mod

• For a Simple Mutator this is excessive, and complicated

• When you are building a TC Mod, this is Ideal– It makes you mod Portable, and easy for

people to Play

Page 16: Programming UnrealScript

Gary!!!