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UE3 - UT3 If you can code it, can you kismet it?

Discussion in 'Programming' started by bigl2369, Mar 24, 2012.

  1. bigl2369

    bigl2369 New Member

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    Can you create scripts that will do things like... kill the player on start? In kismet?

    My question is sort of can you code anything in kismet by creating modules that represent your classes?
     
  2. Narayana

    Narayana New Member

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    This is rather vague and is a first post...have you yet read any resource material? Here is Epic's http://udn.epicgames.com/Three/KismetUserGuide.html Another format with examples is here: http://www.avld.org/pages/tuts/tuts_Kismet.htm ( <- I learned here, firstly)
    There are quite a few more examples on webpages and forums and in existing maps.

    Yes, you can kill a player on start. By "modules", perhaps you mean sub-sequences. Things can get noodle-y pretty quickly and you will run into limitations using existing kismet only. You can always script custom kismet classes, but by this point you often may not need bother making a kismet-class; this really depends what you are trying to do.
     
  3. Wormbo

    Wormbo Administrator Staff Member

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    Kismet is a much simpler scripting tool than the UnrealScript language. It should be used for level-specific things, not for general stuff. As such Kismet cannot do anything that's possible with UScript.
     
  4. bigl2369

    bigl2369 New Member

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    What I've decided is that I want the game to feel just like UT3. This is why I'm going to extend from UTDeathmatch and UTPawn.

    I need to first learn how to create my own UTPawn.
     

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