If you want the light to toggle when the player walks at a certain place, i would use a trigger volume instead.
Make sure the point light is "PointLightToggable".
If you want the toggling to happen each time the player steps into the trigger, set max trigger count to 0 (no limit).
If you want the light to i.e turn on when a player is at the trigger and off when outside, i would set Touched to Turn on, and Untouched to Turn off. Or opposite.
If you want the light to toggle when the player walks at a certain place, i would use a trigger volume instead.
Make sure the point light is "PointLightToggable".
If you want the toggling to happen each time the player steps into the trigger, set max trigger count to 0 (no limit).
If you want the light to i.e turn on when a player is at the trigger and off when outside, i would set Touched to Turn on, and Untouched to Turn off. Or opposite.
Hope that helps
It was the "PointLightToggable". Thanks for the help.
I'm just having one little problem atm.
I'm having a green light wich I want to turn off if the vehicle is in use/destroyed.
So I tried this:
There seems to be a problem related to the "Vehicle Factory Event".
Do you guys have any suggestions?
What's the error that comes up? That object you have for the vehicle, is it just a blank object which I believe it should be as it's set when the vehicle is spawned. Also, is that Vehicle Factory event for a specific vehicle factory? You need to select it in the viewport then right click in the Kismet window and then Create Event From Factory -> Factory Event.
What's the error that comes up? That object you have for the vehicle, is it just a blank object which I believe it should be as it's set when the vehicle is spawned. Also, is that Vehicle Factory event for a specific vehicle factory? You need to select it in the viewport then right click in the Kismet window and then Create Event From Factory -> Factory Event.
Thanks, the Create Event From Factory -> Factory Event worked.
I just used some function I found when I was rightclicking in the background from the Kismet editor.
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