Announcement

Collapse
No announcement yet.

Make a player fall?

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

    Make a player fall?

    Again I'm messing around in Kismet and want to make a player fall (like when he falls off the hoverboard or gets touched by the redeemer blast) when he/she walks over a certain spot. Something slippery.

    I tried Physicsvolume but can't get it to work.

    #2
    I don't know if you can do this with Kismet, but the hoverboard calls ForceRagdoll() on the driver. Maybe there's some way to call that from Kismet. You can place a Trigger (press C to see its collision cylinder and adjust size and position as needed), then in Kismet add a Touch event for it, and from there see if you can call ForceRagdoll() on the UTPawn that touched it.

    Comment


      #3
      Thanks but unfortunately can't get find anything related to Ragdoll.

      Comment


        #4
        I am trying to find this out, too.
        But i haven't had succeeded.

        Comment


          #5
          Place a trigger or trigger volume in your map.

          Highlight the trigger in your map, open Kismet, right click "new event using trigger - touch". In the trigger properties set "max trigger count" to 0.

          Right click "new action - misc - console command". In the console command properties for "command" add "feigndeath".

          Right click "new variable - object - player"

          Link "touched" from the trigger to "in" on the console command.

          Link "target" from the console command to player.

          Comment


            #6
            Originally posted by Zoo View Post
            Place a trigger or trigger volume in your map.

            Highlight the trigger in your map, open Kismet, right click "new event using trigger - touch". In the trigger properties set "max trigger count" to 0.

            Right click "new action - misc - console command". In the console command properties for "command" add "feigndeath".

            Right click "new variable - object - player"

            Link "touched" from the trigger to "in" on the console command.

            Link "target" from the console command to player.
            thats some good information i might find that uselful in my map WIP...

            Comment


              #7
              Thank you so much Zoo^^

              Comment


                #8
                okay,.. uhmmm.. i tried it and it worked. But not in the way I wanted it.
                In an online match ALL PLAYERS will feigndeath if just one touches the Triggervolume.

                Zoo do you maybe know another way how I can detect who triggers the volme and that only this person will ragdoll ? (seems that you are en expert in this ^^)

                Comment


                  #9
                  Originally posted by KorteX View Post
                  okay,.. uhmmm.. i tried it and it worked. But not in the way I wanted it.
                  In an online match ALL PLAYERS will feigndeath if just one touches the Triggervolume.
                  In the player variable properties in Kismet is "bAllPlayers" which is ticked by default. Try it unticked.

                  No expert, I have just started messing about with Kismet after reading this.

                  http://www.avld.org/pages/tuts/tuts.htm

                  Comment


                    #10
                    Ok thx I 'll try it and tell then. will watch your link then, too.
                    But naaaw i've to to go to clan-training :P

                    Comment


                      #11
                      Originally posted by KorteX View Post
                      In an online match ALL PLAYERS will feigndeath if just one touches the Triggervolume.
                      That is actually a pretty cool feature. ^^

                      Comment


                        #12
                        Originally posted by Molgan View Post
                        That is actually a pretty cool feature. ^^
                        Same thought for me !

                        Comment


                          #13
                          haha XD
                          yeah , it was really funny testing with my mates :P

                          Comment

                          Working...
                          X