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  1. #1

    Default Kismet disabale ceratin buttons on the keyboard?

    Does anyone know how to disable certain buttons on the keyboard such as the E and spacebar keys, with only kismet?

    This is so the player can exit the vehicle and use the boost.

  2. #2
    MSgt. Shooter Person
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    It is done through some INI file like defaultinput.ini or UDKInput.ini
    I don't think it could be done with Kismet only. But maybe I'm wrong, I'm not sure
    Last edited by Sweex; 05-06-2012 at 05:06 PM.
    Honesty is the key to a relationship. If you can fake that, you're in

  3. #3
    Boomshot
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    If you want to modify certain properties of the player or object you can use a key/button pressed node (New Event --> Input --> Key/Button Pressed) attached to a Modify Property node(New Action --> Object Property -->Modify Property). It's a bit of a weird workaround but it might help you get on the right track.

    For example, If I want a trigger to toggle the players ability to jump, I would set up a toggle when the trigger is used that would toggle on the Key/Button Pressed event. I would then set the input name for it to "Spacebar" and attach it to a modify property node with the player as the target. In the modify property node I would set the property name to "bJumpCapable" turn on "Modify property" and set the property value to "False". So this essentially would make the spacebar stop working until I trigger it back on.

    This method only works with default properties in classes, however, but you may be able to find someway to use it.
    Last edited by JessieG; 05-06-2012 at 05:36 PM.

  4. #4
    Iron Guard
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    Quote Originally Posted by JessieG View Post
    If you want to modify certain properties of the player or object you can use a key/button pressed node (New Event --> Input --> Key/Button Pressed) attached to a Modify Property node(New Action --> Object Property -->Modify Property). It's a bit of a weird workaround but it might help you get on the right track.

    For example, If I want a trigger to toggle the players ability to jump, I would set up a toggle when the trigger is used that would toggle on the Key/Button Pressed event. I would then set the input name for it to "Spacebar" and attach it to a modify property node with the player as the target. In the modify property node I would set the property name to "bJumpCapable" turn on "Modify property" and set the property value to "False". So this essentially would make the spacebar stop working until I trigger it back on.

    This method only works with default properties in classes, however, but you may be able to find someway to use it.
    Thats some nice Information. Thanks JessieG


 

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