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Problems with Kismet (probably simple).

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  • replied
    This is the best method I have found as yet:

    This uses Take Damage instead of Death because the instigator of TakeDamage is the player or bot which caused the damage (The instigator of Death is the player or bot which has died.) Uncheck bPlayersOnly in Player Spawned to ensure that the Take Damage will be triggered when a bot has taken damage. The Take Damage event will then fire off each time the player or bot damages another pawn. Nothing wrong with that except, as-is, while spree=5 for a particular player or bot, that player or bot can trigger the outcome multiple times by causing damage which does not result in death, does not set spree=6. The remedy to this can vary in simplicity depending on the type of event you are trying to trigger (timed, player specific, etc.)

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  • replied
    I think I can set that bit up, but I can't find the event for 'kills' anywhere. All the ones that are there dont seem to do what I want.

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  • replied
    See death refers to a scripted action of actually seeing the death I believe...I'd suspect there's a command for killing spree itself, or you could have it constantly run a check that compares kills to the Spree amount as an int, and checks again whether or not you've died in between...resetting the counter if you do

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  • replied
    I'm using the 'see death' event, with an int counter but it doesnt seem to be yielding any results.

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  • replied
    Great stuff, thanks Narayana/Rumple.

    Just wondering if you know how I could do a similar thing that changes the material after a killing spree too?

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  • replied
    If/When a UDamage is dropped, the timeremaining timer is stopped, and another timer sets to time-out the powerup if it is not again picked up. If it is picked up, the main timer is resumed. Here is an example which resets the mesh to the start material when the UDamage times out, no matter the circumstances:
    http://www.filefront.com/14161395/DM...mestrigger.ut3
    It also changes the material when the Udamage is dropped. This sequence/method works well for a singular UDamage. Additional measures would have to be taken for mods/maps wherein multiple UDamage exist simultaneously.

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  • replied
    Yes. Right click the mesh and go to Convert to InterpActor.

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  • replied
    Excellent, thanks so much. It worked. Is there any way to convert a static mesh into an interpactor without reimporting it to the map? Because I'm gonna lose about a day if I can't

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  • replied
    Changing a material on a static mesh works in instant action but wont work online. You have to convert it to an InterpActor first. Then through Kismet set it to change the material to the new material and start the timer when the pickup is taken. Once the timer runs out set it to change back to the original material. Check out this simple map. Wait for the Damage Amp to spawn then take it and watch the mesh against the wall. When the Damage Amp wears off it changes back to the original material. http://www.mediafire.com/download.php?oiliy5y3wnj

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  • replied
    Yea thats the plan.

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  • replied
    Are you changing the material on a static mesh?

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  • replied
    Its using a material instance constant plugged into a vectorparam, so no lights. What's strange is it will change but not change back?

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  • replied
    What kind of lights are you using? You need to use the toggleable lights to make them toggle on and off. Leave them enabled and turn them off when the level loads with an Event Level Loaded and Visible.
    If that doesn't work upload the uncooked version and send me a link via PM and I'll see if I can help you.

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  • replied
    I tried all of these solutions and none of them worked. I'm not sure what's happening in honesty. The lights didn't trigger in any situation.

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  • replied
    When the pickup is taken have it start a Delay for as long as the powerup lasts and when the delay time is up it stops the matinee. You can also start the sequence directly with the pickup base.

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