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MagnumAI
11-06-2009, 02:20 AM
How much can actually be changed by scripting? I am interested in the UDK but not sure I want to learn a new scripting language. Are there plans or is it possible to expand for use with other scripting Lau? Or perhaps even C++?

I am looking through the docs now, but would be very interested in knowing more about how the game AI can be modified through script?

ambershee
11-06-2009, 02:31 AM
The game scripting will always likely be in UnrealScript. You generally have access to all gameplay code, however, you will find limitations should you wish to modify things like the renderer, networking, or import libraries, as an example.

Allar
11-06-2009, 02:34 AM
Can we build our own shaders to use with Unreal? I've dug through some of the shader files but I can't seem to find where they are being called and used elsewhere in any of the unrealscript/ini/anything. I also can't find too much information online... if there is preexisting info, would anyone be kind enough to point it out?

ambershee
11-06-2009, 02:36 AM
Materials yes, usf shaders, I wouldn't think so.

MagnumAI
11-06-2009, 02:46 AM
Thanks.. Will look more into the scripting. From the Team play examples it seems COOP games are very doable, which is what I am mainly interested in.

fritzmonkey
11-06-2009, 03:28 AM
How much can actually be changed by scripting? I am interested in the UDK but not sure I want to learn a new scripting language. Are there plans or is it possible to expand for use with other scripting Lau? Or perhaps even C++?

I've heard rumors that scripting might be moved to c#, but these are nothing but rumors as far as I know.

Solid Snake
11-06-2009, 04:08 AM
I find it unlikely that C# would be used as a 'scripting' language.

parkar
11-06-2009, 07:51 AM
Can we build our own shaders to use with Unreal? I've dug through some of the shader files but I can't seem to find where they are being called and used elsewhere in any of the unrealscript/ini/anything. I also can't find too much information online... if there is preexisting info, would anyone be kind enough to point it out?

You can't write your own shaders from scratch. You build shaders using the material editor. It is a pretty powerful though and I read on the UDN somewhere that they have added a new HLSL custom node in the material editor. You are still stuck with sending the output of that node to one of the material channels.