Hey all, still pretty new to UDK so I hope this makes some sense. Im trying to simulate falling debris in my level (which will be able to be slowed down and jumped onto). Its for a mod I'm working on that will involve time based puzzles.
Right now I just have a map that spawns some crates at certain spawn locations using an actor factory class (and modifies the bPawnCanBaseOn... so the player can jump onto it without bouncing off). Which works fine so far... however atm it just loops onto itself...I want the actor factory to only respawn the crate if it touches the ground (or in my case a static mesh that I laid onto the ground...thought it would be easier). When the crate touches the ground it should destroy itself before spawning another crate actor. That way the player wont get boxes landing on his head as he tries to navigate the terrain!
Doesn't seem to be working like I would want it to. Box just falls onto the mesh and doesn't disappear. Here's what my kismet sequence looks like atm.
Pic is kinda big... here's a link to it instead.
http://dl.dropbox.com/u/322696/KismetSeq.jpg
Also note that I have tried this with both the 'Use Instigator' option of the Static mesh touch actor event checked / unchecked.
Let me know if you need me to explain it better!
Right now I just have a map that spawns some crates at certain spawn locations using an actor factory class (and modifies the bPawnCanBaseOn... so the player can jump onto it without bouncing off). Which works fine so far... however atm it just loops onto itself...I want the actor factory to only respawn the crate if it touches the ground (or in my case a static mesh that I laid onto the ground...thought it would be easier). When the crate touches the ground it should destroy itself before spawning another crate actor. That way the player wont get boxes landing on his head as he tries to navigate the terrain!
Doesn't seem to be working like I would want it to. Box just falls onto the mesh and doesn't disappear. Here's what my kismet sequence looks like atm.
Pic is kinda big... here's a link to it instead.
http://dl.dropbox.com/u/322696/KismetSeq.jpg
Also note that I have tried this with both the 'Use Instigator' option of the Static mesh touch actor event checked / unchecked.
Let me know if you need me to explain it better!
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