Programming Unreal Tournament Joe Manojlovich ([email protected]) University of Pittsburgh School...
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Transcript of Programming Unreal Tournament Joe Manojlovich ([email protected]) University of Pittsburgh School...
Programming Unreal Tournament
Joe Manojlovich ([email protected])
University of Pittsburgh
School of Information Sciences
Points of Contact
• Usability Study Lab, 2nd floor, Information Sciences Building
• Meetings every Tuesday, Thursday 3pm to 7pm (all are welcome)
• (Unofficial) Pittsburgh Unreal Research Group– There is a surprisingly large amount of UT hacking for
research purposes going on in the Pittsburgh area• University of Pittsburgh (several schools)
• Carnegie Mellon University (several schools)
What is Unreal Tournament?
• UT is a multiplayer video game
• Produced by Epic games (http://www.epicgames.com)
• Runs on Windows, Linux, Macintosh, PlayStation, and soon Xbox
• http://www.unrealtournament.com
Old/Current Versions of Unreal
• Unreal I– The original Unreal game– Single player– Obsolete and unsold now (?)
• Unreal Tournament– Multiplayer Unreal game– Obsolete and unsold as of a month or 2 ago
New Versions of Unreal
• Unreal 2– Single player– Due 2003
• Unreal Tournament 2003– Multiplayer– Due summer 2002 (any day now…)
• Unreal Forever– Xbox– Due 2003
Why Program UT?
• By using UT as a basis for other research, you can avoid needless reinventing while benefiting from a proven development platform
• UT is designed for programming, and many tools and resources are available to assist you
Research Being Done with UT
• Gamebots– This is a modification to UT that allows one to control
UT bots remotely over a standard network connection (www.gamebots.org)
• CaveUT– This project uses multiple UT clients to create
el-cheapo 3D visualization (http://www2.sis.pitt.edu/~jacobson/ut/CaveUT.html)
• Many others…
How to Program Unreal Tournament
• UnrealScript– Source code level
• Level Programming– Graphics level
• Scenes
• People
• Weapons
UT Source Code
• Since UT is based on a virtual machine model like Java, most of the game is actually written in UnrealScript
• You can read the source code to most of the game, except the low level graphics rendering components and a few other bits
• UnrealEd will let you browse and edit the game source code
• Also available online: http://usl.sis.pitt.edu/trurl/unrealdocs
Common Terms
• Bots – Players in game under human or AI control
• Level – self-contained environment containing bots and their surroundings
• Maps – a level, without the bots
• Game – a level, with active bots, running on a UT server
Types of Games
DeathMatch•Free for all
TeamGame•Team free for all
Domination•Control of level points
Assault•Task-oriented
Capture the Flag•Goal of returning
enemy flag to home base
The Unreal Virtual Machine
• UT is divided up into several components: – Server– Client– Rendering engine– Engine support code
The Unreal Virtual Machine
Game Type
Game Code
OpenGL, DirectX, etc.
Level
Actor(s)
Engine Network
Client(s)Death Match
DM-Tutorial
Tournament Male
Underlying Hardware/Operating System
Unreal Network Architecture
ClientClient
UT is a client/server based game
Server
Client
•Currently supports 32 players on a server•This may increase with the new version of UT
Java/C++ vs. UT
• If you have some knowledge of any object-oriented language, then learning UnrealScript itself is easy
• UnrealScript is much simpler than “real” object-oriented languages which are burdened with complex features unnecessary for game development
Object-Oriented Programming
• Objects– Function code and data combined in one unit
• Classes– Templates for production of objects
• Inheritance– Classes arranged in a hierarchy, where children
classes start with properties of its parents
InheritanceAnimal•Reproduces•Consumes
Bird•Has Wings•Flies
Fish•Has Fins•Swims•Gills to Breath
Robin•Small•Red Chest
Ostrich•Large•Doesn’t Fly
Great White•Large
Goldfish•Small
Class Structure in UT
• Objects/Actors
• Pawns
• Info
Object/Actor Classes
• Object is the basic superclass for every Unreal class
• Actor class, subclass of Object, defines basic game functionality– Players– Weapons– AI– Most of the UT game itself
Pawn Class
• Subclass of Actor
• Defines the living entities of a level
• PlayerPawn, a subclass of Pawn, is used for all players in the game
• ScriptedPawn, another subclass of Pawn, is used to drive the built-in game players
Info Class
• Info classes maintain game data• GameInfo manages game related
information• ZoneInfo handles the composition of spaces
in levels, such as water, lava, etc.• PlayerReplicationInfo is used for network
games, to minimize network traffic between Unreal clients and the server
UnrealScript Syntax
• UnrealScript is a full programming language solely used for the Unreal series of video games
• Most of its syntax is very similar to other high-level programming languages such as Java or C++
Variables
• byte: A single-byte value ranging from 0 to 255.• int: A 32-bit integer value• bool: A boolean value: either "true" or "false" • float: A 32-bit floating point number• string: A string of characters• name: The name of an item in Unreal (such as the
name of a function, state, class, etc)
Variables (cont.)
• Enumeration: A variable that can take on one of several predefined name values
• Object and actor references: A variable that refers to another object or actor in the world
• Structs: Similar to C structures, UnrealScript structs let you create new variable types that contain sub-variables
Variables (cont.)
• To declare a variable:
var int a;
var byte Table[64];
var string[32] PlayerName;
var actor Other;
Language Constructs
• UT supports all the standard loops, like those in Java or C++– If – For– While– Do-While
UnrealScript States
• States are unique to game programming languages like UnrealScript
• Allow one to define functionality based time and state of a bot
• For example, a bot could have a “Running” state that will cause the bot to flip while jumping, but only while running, and not while standing still or walking
An Example State
auto state Idle {
Begin:
log( "I am idle!" );
sleep( 10 );
goto 'Begin';
}
An Example State (cont.)
• All this state does is override a built-in inherited state that is active when a bot isn’t doing anything, i.e., idle
• Every 10 seconds of idle time, this code will print to the log “I am idle!”
Modifications
• Mutators– Used to make slight changes to the game– Subclass parts of the game, and redefine game
code– Can be mixed with other mutators at run-time
• Gametypes– Used to change large parts of the game– Cannot combine with other gametypes
Using the Command Line ToolsStart->Programs->Accessories->Command Prompt
cd C:\UnrealTournament\System
An Example Mutator
• Remember that mutators simply take some built-in functionality of UT and modify it slightly
• Mutators subclass the UT Mutator class• For this example, we’ll create a low gravity
mutator. The game already has one built in, but it makes a good example, as it’s very simple.
The Low Grav Mutator
• In the UnrealTournament directory, create a directory named “MyPackage” and inside that a directory named “Classes”
• Create a text file named LowGrav.uc in the Classes directory
• Edit the UnrealTournament.ini file, in the System directory, and add your package name to the EditPackages list
The Low Grav Mutator (cont.)
• class LowGrav expands Mutator; – Each source file will have this class declaration,
and only one class can be in each source file
The Low Grav Mutator (cont.)
• function bool CheckReplacement(Actor Other, out byte bSuperRelevant) {
if( Other.IsA('ZoneInfo')) {ZoneInfo(Other).ZoneGravity =
vect(0,0,-200); }return true;
}
• An inherited function, used to replace or modify actors in a level
The Low Grav Mutator (cont.)
• In the command prompt, enter the UnrealTournament/System directory
• Type ucc make all • Create a text file named MyPackage.int in this
directory, with the contents (one line): Object=(Name=MyPackage.LowGrav,Class=Class,
MetaClass=Engine.Mutator,Description=“My Low
Gravity, My Low Gravity") • This will make your mutator show up in the game
menus
The Low Grav Mutator (cont.)
• To run your mutator, start UT
• Start a new practice session
• Click on the Mutators button
• Scroll down to “My Low Gravity” and double click on it
• Close the window, and start the practice session
UnrealEd
• UT comes with a dedicated 3D level modeling and source code editing program
• Most do actual coding outside of UnrealEd, since many prefer to use other source code development tools such as Microsoft Developer Studio
• Most source code work done by UnrealEd can also be done from the command line
Using UnrealEd
• Start program UnrealEd.exe in the UnrealTournament/System directory
• Most people design maps in more mature 3D modeling program, such as Maya or 3D Studio Max
• UnrealEd is fine for doing pure UT design that is not too complex
An Example Level
• I was planning to show an example of creating a level here, using UnrealEd, but it’s not something that lends itself well to a presentation
• This is also a cheap way for me to get out of admitting that I don’t know much about level programming
Unreal Graphics
• Meshes– These are the skeletons that form the bodies of
UT creatures– Have no defined surface
• Textures– Applied to meshes to provide a surfaces
Resources
• http://unreal.epicgames.com
• http://www.planetunreal.com
• http://www.unrealscript.com
Questions
• Questions, concerns, comments, sarcasm, insults?
• Please email or come to the group meetings on Tuesdays and Thursdays… there are just so many little tips and tricks that are best learned in person