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    Unrealscript Limitations

    I am aware that the Free version (for non-commercial use) uses unrealscript, and you need a licence to get the C++ Source Code.

    Are there any limitations to things you can do with unrealscript that you would be able to do with access to the source code? What is the difference?

    Is there good documentation for unrealscript?

    What is the main difference between unrealscript and kismet in terms of what type of tasks will you be using unrealscript vs kismet?




    Thank You,

    #2
    You can develop both commercially and non-commercially with the full free version of UDK. For commercial projects, you only need to pay the $99 license fee before selling your game. After that, your first $50,000 in sales are royalty free before the 25% kicks in.

    The UDK uses Unrealscript for everything; C++ source access is only available to UE3 licensees (the cost of which is negotiable through Epic). Regarding limitations, you can make pretty much anything you want through Unrealscript. Source access is only necessary if you had reason to manipulate the underlying systems in the engine.

    Is there good documentation for unrealscript?
    The documentation for UnrealScript is excellent IMO. Have a look at the UDN Technical and Programming Home and the Unrealscript Home. Also, there are a number of books and a slew of video tutorials on the subject.

    What is the main difference between unrealscript and kismet in terms of what type of tasks will you be using unrealscript vs kismet?
    Kismet is level specific, and controls things like triggers, sounds, Matinee cinematics, etc. For systems that are game wide, and for data that must persist between levels, you would use Unrealscript.

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