*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.



Introduction:
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' Movers Tutorials

*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.


Prologue : Kismet Prototyping

Copying/Pasting Kismet

Debugging Kismet

A Simple Mover

SinglePlayer/Co-op/MultiPlayer


Interactive Events : Trigger Touch

Trigger Used

Destroyed

TakeDamage

Mover


Common Interactives: Ambient/Looping Mover

Attaching Actors

Door: Proximity

Door: Button

Door: Shot/Damage

Door: Prox/Button/Shot

Emitters

Enable/Disable Events/Triggers

Lift: Touch

Lift: Button

Lights

Raising/Lowering Liquids

Randomizing Effects

Volumes


Scripted Destruction: Breaking Glass

Destruction Event/Damage

Destruction Prefabs