Right... well I'm nearing the end of my level mod and there's just one major problem that I need to solve before I call in the testers (aka mates).
Basically I have a giant dragon head that breathes fire when a player stands in front of it. The sequence is activated via a trigger and I have used Kismet to get the trigger to deal damage to the player whilst they remain within the trigger's radius.
The problem that I didn't foresee is that for ANY player in touching the trigger ALL players get hurt. From looking at the properties of the player object I realised this is due to "bAllPlayers" being checked, but if I uncheck it NO ONE gets hurt.
From what I can tell I will need to use "PlayerIdx" somehow. Is there a way to return the Player ID (of those touching the trigger) as a variable to be used to determine who get hurt?
I'm worried I'll have to go into some programming... which I haven't done any of since 2006 and NEVER in Unreal :s - Don't even know where I find UnrealScript!
Please help!!!
Basically I have a giant dragon head that breathes fire when a player stands in front of it. The sequence is activated via a trigger and I have used Kismet to get the trigger to deal damage to the player whilst they remain within the trigger's radius.
The problem that I didn't foresee is that for ANY player in touching the trigger ALL players get hurt. From looking at the properties of the player object I realised this is due to "bAllPlayers" being checked, but if I uncheck it NO ONE gets hurt.
From what I can tell I will need to use "PlayerIdx" somehow. Is there a way to return the Player ID (of those touching the trigger) as a variable to be used to determine who get hurt?
I'm worried I'll have to go into some programming... which I haven't done any of since 2006 and NEVER in Unreal :s - Don't even know where I find UnrealScript!
Please help!!!