*Note: I created the most of the tutorials using the Roboblitz and Gears of War editors. Based on the engine, and the version, some properties specified may be in slightly different locations than what is displayed in the screenshots.

If you need to learn how to create a basic map I would reccomend:
For UT99, UT2K3 & UT2K4: the Unreal Wiki.
For UT3: Waylon's Tutorials.



Interactive Events - Used



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 a trigger to the map, and then made it visible in-game, so I know what to aim for when I 'Use' it. I did this by opening its properties, expanding down the 'Advanced' section (or under 'Display' in some egine versions), and unchecking the 'hidden' boolean. In game, however, I would not do this. Instead, I would set up an asset to run a 'SetMaterial' or even a 'SetStaticMesh' on to visually signify if the button was 'active' or 'inactive' - on or off. Running these two must be done on interpactors, not StaticMeshs. KActors might work, but I haven't tried it.

SetUp: Select the Trigger in a viewport, and open Kismet. Right-Click anywhere and select 'New Event Using Trigger -> Used, as in the screenshot below:




Now we have our Used event. It will fire when a player walks up to it and uses the engine/game's activate button. Let's look at some of the properties...




• bAimToInteract will prevent the event from firing if the player is not looking directly at the trigger. Checked by default.

• 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. Checked by default.

• bPlayerOnly will control if the touch originates only from the player, or from anyone/thing in the level, for example bots/NPCs.

• InteractDistance determines how far away the player can be and still activate the event.

• InteractIcon. This is a small icon that can be set to appear onscreen when the player is within the interactDistance. It's assigned by selecting it in the generic browser and then clicking the green arrow. I suspect that the icon must be within a UIScene, but I'm unsure on that.

• InteractTest will appear on the screen in front of the trigger. You can type this field yourself.

• MaxTriggerCount controls the maximum amount of times the event is allowed to fire. Remember, if you want 1 touch and 1 untouch, then you'll need to set this to 2. 0 is infinite.

• 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: There are many uses for the Used event, but most relate to activating moving parts in a level, like doors, elevators, objectives, etc.