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  I have created other title screens using basically the same format except using Unreal script classes to go with them. Doing this changes a lot of the actionscript that is used when creating these. Instead of the actionscript invoking fscommands, actionscript does nothing but invoke focus or calling its own functions and everything else is done in a Unreal Script class. There is an example of this in the examples page if you wish to see it, link at the bottom of this page. When I started doing this, I found that it was harder to do but it was cleaner and more direct.


   What I mean is that it is more difficult to figure out how the classes to work (EX:get input from flash files) but it takes the hassle out of using kismet to do it. If you have used kismet for User Interface, you will know what I mean. I enjoyed doing it in this style a lot more as it is more rewarding, professional, and requires no outside add-ons to the UDK to do so like my first title screen did.


  Now this applies to the pause screens as well and function a lot like the title screens do except in how they are opened and closed. That requires you to change the default engine pause screen which is a bit more complicated as the class for yours would have to be similar to the one Unreal already has. This can vary by engine hut this is the case for Unreal. The other thing is change how it calls it which can be even worse to do.


For examples, click here: Programming Examples