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Kratilim
11-13-2009, 03:50 PM
Hi ppl,

I'm looking into using the UDK as the engine to build my graduation project on. I won't go into the details on the project but I have a question that I need answers to.

Can I set up a sequence of triggers in a level that register if they have been triggered or not, and make the environment react accordingly?

For example, can I have 2 triggers A and B. The player walks over A thus the game notes that as triggered. The game removes trigger B (so the player can't activate that one) and causes an even (sound, adding/removing meshes or matinee) to happen. Afterwards the game will activate 2 new triggers somewhere in the level that react the same way triggers A and B did but then cause new events. and so on.

Hopefully this is enough information to get an answer to my question. I would really appreciate it. I not working in the project yet though, I'm doing some research on which engine to use.

Thanks in advance!

ffejnosliw
11-13-2009, 04:47 PM
It's certainly doable with Kismet. Each trigger would have a touch event in Kismet, and those can be toggled on and off. Or you could use a set of boolean variables to determine whether an event could be activated. Either way, it's possible.