Announcement

Collapse
No announcement yet.

Trigger volume not blocking weapons?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Trigger volume not blocking weapons?

    I'm trying to make a volume that detects when it takes damage. So I've made a Trigger Volume, set it's collision to COLLIDE_BlockAll and then put a Take Damage node into Kismet but I'm not getting anything. Got the damage threshold set to nothing as well.

    Am I missing something here?

    #2
    Bumpity Bump. Still can't get it, banging my head against walls now. =/

    Comment


      #3
      I haven't done much volume kistmet linking but from my personal experience, volume doesn't trigger the TakeDamage event. They are triggered by KActors however (not sure about triggers). I could be very wrong though.

      Comment


        #4
        I can find a number of posts from people recommending using trigger volumes with take damage events. But the strange thing is even if I set the collision of the trigger volume it'll block the player but never weapons even if set to block all. x.X

        Comment


          #5
          I'm pretty sure the collision will need to be set to touch weapons, not block them.

          Comment


            #6
            Tried touch all and touch weapons. Tried a take damage event and a touched event in Kismet. I still find it odd that the triggerVolume doesn't block weapons when set to blockAll though, it might lead to the answer? =/

            Comment


              #7
              GOT IT! Used a dynamic trigger volume, set collision to BLOCKALL, set "Block Complex Collision Trace" to true and that seems to have done it so I can use a Take Damage node in Kismet. Set the damage amounts on the node to 0 and not set any specific damage types.

              Cheers for the help, just happy I finally got it. =)

              Comment

              Working...
              X