Hi, I have couple issues with various things about Kismet. First of all - I don't have any knowledge about UIscript and for now I want to stay back from it as much as I can :) I want to use only Kismet. So if there is a question about thing which is impossible using only Kismet, simply please answer "not possible" :) Also in all examples I use UT3Game gametype.
1. Can someone tell me what is wrong with this sequence? The goal is to have moving actor which will stop when it touches dynamic trigger volumne. But in the shown way it doesn't work. When I attach another dynamic trigger volumne to an actor (in here - the cube) it doesn't work either (the cube should go forward, then go back, but it keeps moving forward). Maybe the "touch" event can't be used with interp-actors? Or there is simply another option to do this?
2. Can "Take Damage" event work with physics / dynamic physics volumnes? I make all like in this example http://udn.epicgames.com/Three/rsrc/...shake_full.jpg and tried to "hurt myself" by touching pain causing physics volumnes or by falling from some high but it didn't work. Is Take Damage is reserved somehow only for damage caused by other pawns?
3. Is there a way to do a smooth transition between any point of player view (in first person perspective) to matinee camera animation? Or to, for example, after touching trigger, take control of the player camera and make it look at the certain point no matter where it was looking (=where the player was looking) earlier (and, of course, this should be smooth)?