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. =)
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Trigger volume not blocking weapons?
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Crimsonfox repliedTried 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? =/
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Graylord repliedI'm pretty sure the collision will need to be set to touch weapons, not block them.
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Crimsonfox repliedI 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
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Master Kenth repliedI 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.
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Crimsonfox repliedBumpity Bump. Still can't get it, banging my head against walls now. =/
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Crimsonfox started a topic Trigger volume not blocking weapons?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?Tags: None
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