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"Push Button" In Kismet/Scripting?

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    "Push Button" In Kismet/Scripting?

    Hello, I saw something about how you can go into the controls file and create an event which you can pull up in Kismet, but I can't find it. They took the "J" button, they went to DefaulInput.ini, went to "J", put something like "Create_Event_Swing" or something like that, then pulled up the event in Kismet. Basically they did this so they could use that to start a kismet sequence. How do I do this?

    PS: I know nothing about scripting.

    #2
    The command you use in the .ini file is:

    Code:
    CauseEvent [EventName]
    Then you use a Console Event in Kismet matching the [EventName].

    Comment


      #3
      Still doesn't work, here's my sequence:

      Begin Object Class=SeqVar_Object Name=SeqVar_Object_0
      ObjValue=SpotLightMovable'SpotLightMovable_0'
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=855
      ObjPosY=626
      DrawWidth=32
      DrawHeight=32
      Name="SeqVar_Object_0"
      ObjectArchetype=SeqVar_Object'Engine.Default__SeqV ar_Object'
      End Object
      Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_1
      InputLinks(0)=(DrawY=530,OverrideDelta=11)
      OutputLinks(0)=(Links=((LinkedOp=SeqAct_SetLocatio n'SeqAct_SetLocation_1')),DrawY=530,OverrideDelta= 11)
      VariableLinks(0)=(LinkedVariables=(SeqVar_Player'S eqVar_Player_1'),DrawX=326,OverrideDelta=16)
      VariableLinks(1)=(DrawX=392,OverrideDelta=76)
      VariableLinks(2)=(DrawX=463,OverrideDelta=148)
      VariableLinks(3)=(LinkedVariables=(SeqVar_Vector'S eqVar_Vector_1'),DrawX=534,OverrideDelta=219)
      ObjInstanceVersion=3
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=288
      ObjPosY=496
      DrawWidth=290
      DrawHeight=77
      Name="SeqAct_GetLocationAndRotation_1"
      ObjectArchetype=SeqAct_GetLocationAndRotation'Engi ne.Default__SeqAct_GetLocationAndRotation'
      End Object
      Begin Object Class=SeqVar_Player Name=SeqVar_Player_1
      bAllPlayers=False
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=344
      ObjPosY=632
      DrawWidth=32
      DrawHeight=32
      Name="SeqVar_Player_1"
      ObjectArchetype=SeqVar_Player'Engine.Default__SeqV ar_Player'
      End Object
      Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_1
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=568
      ObjPosY=624
      DrawWidth=32
      DrawHeight=32
      Name="SeqVar_Vector_1"
      ObjectArchetype=SeqVar_Vector'Engine.Default__SeqV ar_Vector'
      End Object
      Begin Object Class=SeqAct_SetLocation Name=SeqAct_SetLocation_1
      InputLinks(0)=(DrawY=530,OverrideDelta=11)
      OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToEv ent'SeqAct_AttachToEvent_0'),(LinkedOp=SeqAct_Gate 'SeqAct_Gate_0')),ActivateDelay=0.001000,DrawY=530 ,OverrideDelta=11)
      VariableLinks(0)=(LinkedVariables=(SeqVar_Player'S eqVar_Player_1'),DrawX=756,OverrideDelta=16)
      VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'S eqVar_Vector_1'),DrawX=827,OverrideDelta=88)
      VariableLinks(2)=(LinkedVariables=(SeqVar_Object'S eqVar_Object_0'),DrawX=893,OverrideDelta=159)
      ObjInstanceVersion=3
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=712
      ObjPosY=496
      DrawWidth=219
      DrawHeight=61
      Name="SeqAct_SetLocation_1"
      ObjectArchetype=SeqAct_SetLocation'Engine.Default_ _SeqAct_SetLocation'
      End Object
      Begin Object Class=SeqAct_AttachToEvent Name=SeqAct_AttachToEvent_0
      InputLinks(0)=(DrawY=540,OverrideDelta=11)
      OutputLinks(0)=(DrawY=540,OverrideDelta=11)
      VariableLinks(0)=(LinkedVariables=(SeqVar_Player'S eqVar_Player_1'),DrawX=1066,OverrideDelta=16)
      EventLinks(0)=(LinkedEvents=(SeqEvent_Death'SeqEve nt_Death_0'),DrawX=1132,OverrideDelta=93)
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=1020
      ObjPosY=506
      DrawWidth=147
      DrawHeight=61
      Name="SeqAct_AttachToEvent_0"
      ObjectArchetype=SeqAct_AttachToEvent'Engine.Defaul t__SeqAct_AttachToEvent'
      End Object
      Begin Object Class=SeqEvent_Death Name=SeqEvent_Death_0
      MaxWidth=96
      OutputLinks(0)=(Links=((LinkedOp=SeqAct_Gate'SeqAc t_Gate_0',InputLinkIdx=2)),DrawY=682,OverrideDelta =11)
      VariableLinks(0)=(DrawX=1128,OverrideDelta=16)
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=1080
      ObjPosY=616
      DrawWidth=68
      DrawHeight=128
      Name="SeqEvent_Death_0"
      ObjectArchetype=SeqEvent_Death'Engine.Default__Seq Event_Death'
      End Object
      Begin Object Class=SeqAct_Gate Name=SeqAct_Gate_0
      InputLinks(0)=(DrawY=501,OverrideDelta=14)
      InputLinks(1)=(DrawY=523,OverrideDelta=36)
      InputLinks(2)=(DrawY=545,OverrideDelta=58)
      InputLinks(3)=(DrawY=567,OverrideDelta=80)
      OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocatio nAndRotation'SeqAct_GetLocationAndRotation_1')),Dr awY=534,OverrideDelta=47)
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=1256
      ObjPosY=464
      DrawWidth=82
      DrawHeight=117
      Name="SeqAct_Gate_0"
      ObjectArchetype=SeqAct_Gate'Engine.Default__SeqAct _Gate'
      End Object
      Begin Object Class=SeqEvent_Console Name=SeqEvent_Console_0
      ConsoleEventName="ToggleFlashLight"
      MaxWidth=229
      OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocatio nAndRotation'SeqAct_GetLocationAndRotation_1')),Dr awY=530,OverrideDelta=11)
      VariableLinks(0)=(DrawX=144,OverrideDelta=88)
      ObjInstanceVersion=1
      ParentSequence=Sequence'Main_Sequence'
      ObjPosX=24
      ObjPosY=464
      DrawWidth=134
      DrawHeight=128
      Name="SeqEvent_Console_0"
      ObjectArchetype=SeqEvent_Console'Engine.Default__S eqEvent_Console'
      End Object
      And I have this in my Defaultinput.ini file, under Game Keyboard/Mouse Bindings:

      .Bindings=(Name="P",CauseEvent [ToggleFlashLight])

      Comment


        #4
        Sorry, I put the [] in there to denote you need to replace that with your own event name. Remove those and try that.

        Comment


          #5
          Still nothing, it could be my Kismet sequence, I'm using the flashlight from here:

          http://utforums.epicgames.com/showth...shlight&page=3

          Only I have the console command in place of the Player Spawned.

          Comment


            #6
            Your binding was wrong. I didn't notice it before. It needs to be:
            Code:
            .Bindings=(Name="P",Command="CauseEvent ToggleFlashLight")

            Comment


              #7
              Thank you! It works!

              And sorry about the binding thing, like I said, I know nothing about programming.

              But I have one more question: I'm trying to set it up so that the flashlight it toggle-able, but I'm having some problems, any ideas? Here's one attempt:

              http://img96.imageshack.us/img96/22/problemjx.png

              Any ideas?

              Comment

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