|This tutorial is aimed at describing
potential setups of commonly used/asked for kismet arrangements.
I strongly suggest you fully read the 'Prologue' Tutorials below
if you're just getting started with Kismet. The other tutorials
(Actions, Conditions, Variables & Events) are not necessary
but will help you. Assumed knowledge: The Intro
to Kismet tutorial and how to create a simple test map (BSP,
a light, a pathnode, and a playerstart).
There have been reports of basic trigger & door/mover functionality
being slightly awry in UT3. All the systems I demonstrate function
in a one player environment. In my experience, and using logic,
the systems technically should work in multiplayer environments.
If they don't function as I have described, I suggest examining
Hourence's UT3-specific 'Elevators
and Doors in UT3' tutorial.
Try to think about assembling a Kismet Sequence like Preparing
a dish to eat:
1) Decide what you're going to make: for example, a door that
is opened by a button.
2) Gather your ingredients: for the door & button, you'll need a mover, a trigger, and a matinee
to control the door.
3) Put it all together: create the trigger event, keyframe the matinee, and hook them all together.
4) Test it.
5) Refine It: once the basic functionality is there, add the
fancy things you want: a random delay, or an emitter that makes
sparks, or a material swap on the button.
6) Adjust the system for Multiplayer/Singleplayer: If this door/button
is going in a multiplayer map, what effect will two players
interacting with the door have? In this system, not much. But
if it was a touch trigger, you'll need to think about what happens
when two players hit the triggger - will it re-open the door
while the door is already open?. We'll cover this kind of situation
further in the tutorials.
Many of the tutorials use movers/interpactors. If you are not
yet famliar with how to set up and keyframe movers, I would
point you to Hourences' tutorials covering them: Hourences'
*Note1: For any single task you want to accomplish in Kismet,
there is always more than one way to accomplish it. The goal,
overall, is to be as efficient as possible. I must stress that
these are how I would set up these sequences and do not represent
a 'right' or 'wrong' way to do it. But they should serve well
as a general template upon which to build your own sequences.
*Note2: I am using GOW editor for these tutorials, but they
should be (mostly) accurate across most UE3 engines.