I've played around with the starter kits for a while, and I've decided that, while they're fun to mess around with, they dont give you the means to sculpt things into the image your looking for, unless you're already a skilled programmer, and know what all the crazy robot language actually means. Sure they have indented comments (or whatever you call them), but most of them still dont really give a clear explanation as to what they do, and how to tweak them to get the desired results.
Theres quite a few terms and fundamentals that crop up regularly, and I'd like to know if theres any good reading material which will serve as a reference for the terminology of Uscript, complete with FULL, detailed, descriptions of them which are easy to understand for beginners.
Please bare with me because Im willing to learn, but my mind works slow when it comes to learning languages or using hyper-ridiculous maths & equations/formuli.
Basically the only things I know for sure in terms of Uscript, are how to declare classes (EG "class CoolPawn extends UTPawn;") and how to set a few common default properties. I used to know how to set up the classes to change the player mesh and set up light enviroments, animsets etc, plus create some components, but all of that is long forgotten now.
Heres a few terms that really dont mean anything to me, yet are obviously very important, and used very often. I can piece together what they stand for, or what the abbreviation refers to, but that doesn't tell me what they are used for, and HOW to use them:-
-Var float/vector/bool etc (A variable that is a floating/vector/bool value I assume... Doesn't mean anything to me lol)
-Local float/vector/bool/var (A value that is local, but in terms of what?)
-Super (I have no idea what this is... Superimpose? Supercede? Superlative? Super Mario? God knows)
-Simulated function (I know what the term "means" literally, but not in terms of programming)
-(0) (I often see this, but what does it mean? the number zero doesn't make any sense in many of the places I've seen it)
-() (This makes even less sense than (0))
-== (I assume it means equal, but why not just =?...Average maybe, equal/average perhaps?)
-DeltaTime (Nope, no idea)
- * (its an asterik I know, but what are they used for in programming? Same as "//" for comments?)
-f (the letter F.....float maybe? I've seen them in INI files, but it means nothing to me)
-b (Yep, the letter B... Again, seen them in INI's....no idea, maybe Bool?)
-e (for example: "eDoubleClickDir".. Why is the E used?)
-Frand (Random float I assume, but thats just a guess)
-&& (and and....)
- != (something important equals?)
-@
-Bump
-And a million other terms that mean nothing to my non-enlightened mind.
+Also, is it actually necessary to use indentation, and large TAB intendation, or is it just a means of keeping things looking neat and tidy. I'm not saying I dont want to do it (I like tidiness), but I just want to know WHY everybody does it. I see full TAB indents, and indents of 4 spaces.
+Also, what is the difference between a class that "extends" from a parent, and a class that "dependson" a parent? Why would a class NOT depend on the class its inheriting its code from? It doesn't make sense.
+What is the difference between a Function, and a Simulated Function? When would you use a normal Function as opposed to a simulated one? For example: "alright lads, for this, we need to use a simulated function. A normal function wont work because (insert explanation here)", and vise versa.
+Sometimes people place the "DefaultProperties" at the top of the script, and sometimes at the bottom. Is this a matter of preference, or is there an important reason for choosing either top/bottom? I assume the engine reads code from top to bottom, in which case it would be important, but in what way?
+Is it okay to space things out by putting a few blank lines between each segment of code (to make things more bitesize and managable), or will this cause errors?
I know a lot of you are going to want to say "just read the UDN you twerp". Well, I wouldn't have made this thread if I hadn't already read all that technical jargon before, and made absolutely no sense out of any of it. As the UDN pages state "This assumes the reader already has a working knowledge of C/C++ ("nope"), Java ("afraid not") and OOP ("OOPs, I guess not")...". A lot people are going to also want to say "just go through tutorials". To put it simply, I have... many of them, but virtually NONE of them explain WHY they are doing what they do. They just say "write this line, add this value, and so on". Thats just as pointless as copy/pasting other peoples code, since you aren't actually learning ANYTHING, your just transcribing other peoples code. In other words, the long winded way of copy/paste.
I'm a COMPLETE beginner, therefore I need the appropriate HYPER-BEGINNERS reference, dictionary and terminology. NOT something thats written using terms that only make sense to programmers, rocket scientists and mathematicians. Something like "My first ABC of Uscript", or "Uscript for dummies".
The only fairly good tutorial I've found is, but as I said, Im not looking for tutorials, unless they go into detailed explanations of the meanings of the things they have you do.Code:http://labs.vectorform.com/2011/11/creating-a-side-scrolling-game-with-udk/#Creating%20a%20New%20Game%20Type
Thanks, hope somebody can spare the time of day lol.



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