I have set up a simple test map consisting of a slab of BSP, a
skylight, a playerstart, a skydome, and a directional light.
I will only be using default editor assets which can be found
in the EditorMeshes and EditorMaterials
packages.
I added the default mesh cube as a static mesh to the map and
converted it to an interpactor. The Destroyed event will not
work on Staticmeshes, but it will on Interpactors and KActors.
SetUp: Select the Interpactor/Mover in a viewport,
and open Kismet. Right-Click anywhere and select 'New Event
Using InterpActor -> Destroyed, as in the screenshot below:
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Now we have our destroyed event that will fire when the interpactor
is destroyed. Let's look at some of the properties...
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• bClientSideOnly will determine whether the touch event
will fire over the network. Unchecked by default, this allows
the event to fire across the network.
• bEnabled allows you to control if the event is active
by default, or turned on later using a toggle.
• bPlayerOnly will control if damage is recorded if the
damage originates only from the player, or from anyone/thing
in the level, for example bots/NPCs.
• MaxTriggerCount controls the maximum amount of times
the event is allowed to fire.
• Priority controls the sequence of event firings if there
are overlapping triggers.
• ReTriggerDelay controls how quickly the event can be
fired again. Generally .1 is the lowest you'll want to set it.
0 would be faster, but could also cause Kismet spam and should
be avoided.
Uses: Generally, there's not much call to destroy
interpactors. The few situations is where there's a destruction
sequence and you want the interpactor to go away in the middle,
or end, of it. This event is can also be attached to Actor Factories
and therefore used to detect when an actor spawned from a factory
is destroyed - as in the screenshot on the AttachToEvent
page.
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