Sometimes kismet is not the right tool for the job. For instance, when you want some code to be available to all levels of a game. Kismet code is included in the level package, so for the code to be available to every level, the kismet code would need to be copy and pasted to each level. This is possible, but cumbersome and comes with some significant drawbacks. Luckily, UDK allows for us to extend its functionality using UnrealScript. This tutorial will get you started with becoming familiar with our environment and link you off to useful tutorials to help you develop a basic understanding of what's going with UnrealScript.
Our current UDK package is located at: C:\UDK\UDK-2010-08. From now on, I'll just call this directory UDK. All of the references should start here and then go deeper into the directory structure.
As you work through the following tutorials, you will often be asked to save your new classes (relax, that's coming) in the proper directory so that UDK can find them. Remember that I said I was going to refer to that long directory path as UDK_Current. The directory where you save your new class files is at UDK_Current\UTGame\Classes.
In order to build new game content like pawns, actors, vehicles, weapons, etc. and have that available in the content browser, you will need to create a text file. These text files will contain the UnrealScript code that defines the new objects. These files will need to be saved in the Classes directory that we mentioned above, and will be saved with a .uc extension at the end. So basically, you write some code in notepad or WOTGreal, or whatever editor you choose to use, and you save that text file as a