View Full Version : Kismet and Teleporter Help
ridley075
03-09-2009, 03:30 PM
Hello everybody. I'm currently working on my first real UT3 map, it's designed like a single player mission game. Anyways, I'm having problems with a small puzzle I want to complete. Basically, when I destroy these four energy things, I want a teleporter to appear so the player can enter the teleporter and go to the destination. I'm using UTTeleporter, so I don't have to make a static mesh or any of the teleport walls or anything. I just don't know how to make the teleporter inactive until after the four energy things have been destroyed. If anyone has any ideas or a sure fire way to do it, that would be great. Thanks for the help!
Note: I posted the same post on the User Maps and Mods page, but I thought this was probably a better page to get feedback on. Sorry for posting twice.
PixelDust
03-09-2009, 04:06 PM
I just don't know how to make the teleporter inactive until after the four energy things have been destroyed.
Just off the top of my head, you might be able to use a Toggle action to do what you want.
Add a Toggle action in Kismet and set the 'Target' to be your teleporter. Then link a 'Level Startup' event to 'Turn Off'. Set up your four energy things to trigger an 'Activate Remote Event' action once they've all been destroyed. Link a 'Remote Event' (using the same event name you used in the Activate Remote Event action) to 'Turn On'.
This should turn off the teleporter when the level starts and activate it only after you've destroyed the energy things.
ridley075
03-09-2009, 04:28 PM
Ok, I tried it, and have it set up correctly, but when I start the in-game editor, the portal still works, even though it says it turned it off. Not sure if it's because toggles can't work on teleporters or not? Here's an image of my kismet just to see if I set it up right. And I set the names for the events the same.
http://i630.photobucket.com/albums/uu23/brokenworldstudio/Help_01.jpg
apophis3d
03-09-2009, 05:25 PM
Try changing the level start up to a Level Loaded and Visible. Also put a log in between the level startup and the turn off and comment it with something that says portal off. That way when you test the level you can see if it is indeed firing the level startup, it should.. but you never know something may be conflicting someplace.
ridley075
03-09-2009, 05:39 PM
Nope, still nothing. Is there any other way I can some how make it so you cannot use the telporter until you destroy the things? I tried animating it through the Matinee and tried shrinking it down really small, but the teleport itself is still there. Not really sure if there's a way around it.
apophis3d
03-09-2009, 05:49 PM
Yeah I got something that may work one sec I am uploading the image of the kismet.
apophis3d
03-09-2009, 05:54 PM
http://i26.photobucket.com/albums/c102/apophis3d/kismet-1.jpg
Ok this is not setup like yours but substitute your nodes in.
Trigger 0 is like your remote event.
and for the toggle you can try two things plug the target for the toggle to your portal to see if that works. If not use another node going out of the out value to attach the portal to.
ridley075
03-09-2009, 06:21 PM
How did you get the trigger_0. you just created it? Also, I need the four energy things to be destroyed before activate the teleport, so i'm not sure how i'd put that into your sequence.
apophis3d
03-09-2009, 07:03 PM
Don't use a trigger I was just using that as a place holder to test the toggle.
Where I have trigger 0 use your remote event.
ridley075
03-09-2009, 09:31 PM
Ok, I'll check to see if it works.
apophis3d
03-09-2009, 09:46 PM
Yeah the only thing I really did was add the gate in between the toggle. See if that triggers it for ya. The timed tutorial message at the end was just something I added to see if the toggle was working so you can ignore that too.
PrecRoy
03-10-2009, 04:38 PM
oh, I see you posted over here -- I just commented in your other thread. I've done this exact thing before, but I can't look at my kismet right now.
is there a "toggle hidden" action instead of the "toggle" action you are using? then you make the teleporter hidden, and use the "unhide" action when you need it to appear.
If you need it to only "unhide" once, then you'd be done. If you need it to hide AND unhide a couple times, then you have to connect to the "hide" and "unhide" connections as appropriate.
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