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UE3 - UT3 Unreal kismet

Discussion in 'Mapping' started by Mint92, Mar 16, 2012.

  1. Mint92

    Mint92 New Member

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    Hey guys, how would I go about creating a kismet sequence which stop players from activating the main event when going in a temple for example, but when they have completed an objective, all the main triggers are activated ?
     
  2. Sjosz

    Sjosz (╯°□°)╯︵ ┻━┻

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    Use a closed Gate action which you open once you have completed whatever objective you want the player to complete prior to triggering an event.
     
  3. Mint92

    Mint92 New Member

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    So any static mesh (interp actor with matinee) controlled by a touch trigger event would have to be linked to a gate ? correct
     
  4. Sjosz

    Sjosz (╯°□°)╯︵ ┻━┻

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    Gate is an action that you can use in your kismet sequence. If you want to make sure that a particular event that you've set up doesn't trigger until you've done something else, you can set up a Gate action that you can set to let events through or not. The Gate action would sit between the Touch event and whatever actions you have that trigger from the Touch event.

    Separately, you should know that staticmeshes and interpactors are 2 different things. An interpactor may use a staticmesh base, but cannot be called a staticmesh, because it is a dynamic actor.
     

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