logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: 1 Send TopicPrint
Normal Topic [227] Kismet Trigger setup (Read 2359 times)
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1503
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
[227] Kismet Trigger setup
Jun 19th, 2015 at 12:12pm
Print Post  
This is an idea inspired from Unreal Engine 3, a kismet browser window for Unreal 227 (quite an old project that has been laying around on my HDD forever).

Download from here (227i only): www.klankaos.com/downloads/UnrealKismet.rar

Source codes are downloadable from here: www.klankaos.com/downloads/UnrealKismetSrc.rar

Feel free to make suggestions for more features.

To use in Editor:
- Edit Unreal.ini and locate section with EditPackages lines, and add new line: EditPackage=UnrealKismet
- Launch up editor.
- On editor in left side of screen with the Brush Builder buttons, there is a new one with a Camera icon (tooltip says "Show Kismet manager"), click that to open it up.
- NOTICE: Anything you do here effects on the current map only that you are currently editing!
- Now you should have a blank screen open, on the menubar at top select "Kismet objects" -> "New object".
- Here you can give it an optional name to help you identify your kismet setup (incase you want to use multiple ones in the level).
- After you have created the object it should show a text on top of screen: "In > KismetManager_0 > Out".
- Right click anywhere on the white field to bring up a menubar where you can do various actions, but for now select "Add new action" > "Add [Triggers]" > "Begin level (E)...".
- And now it has added a box that says "Begin level" and "Out", that is your level start event.
If you click on the black square next to it, it will draw a line that follows your mouse pointer, in that mode you can hook it up to other "input" events.
- So for that you can add one of various other actions.

The mouse controls are:
Press and hold an action with Left mouse button to drag the action around.
Press and hold the Right mouse button to scroll around the field.

Here is an example of a kismet that sends you a message every 2 sec when you touch a trigger:


I will try to write a more elaborate tutorial for this later (might even need to create an entire wiki section for this)...

To play with this in Game:
- You need to have UnrealKismet.u and UnrealKismet.dll in your system folder!
- Launch the map that uses it.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
Hellkeeper
Global Moderator
*****
Offline


Soulless Automaton

Posts: 2871
Location: France
Joined: May 21st, 2008
Gender: Male
Re: [227] Kismet Trigger setup
Reply #1 - Jun 20th, 2015 at 10:49am
Print Post  
Shocked
  

You must construct additional pylons.
Back to top
WWW  
IP Logged
 
ExpEM
Junior Member
**
Offline


Oldunreal member

Posts: 52
Location: New Zealand
Joined: Jan 20th, 2013
Gender: Male
Re: [227] Kismet Trigger setup
Reply #2 - Jun 28th, 2015 at 5:02am
Print Post  
This sounds awesome! Is it possible to create more Kismet objects within the editor or are we stuck with what you have pre-made? I like the idea of using this to set up dialogue etc if its compatible with custom triggers.
  

Finaly signed up, been a fan for years...
Back to top
 
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1503
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: [227] Kismet Trigger setup
Reply #3 - Jun 28th, 2015 at 12:36pm
Print Post  
Yes it has support for new custom UnrealScript actions (you just have to add the new actions package to EditPackages for it to show up on the kismet window).

Here is one UnrealScript action example:
Code
Select All
Class Seq_GetActorName extends KObject;

var transient Actor InActor;
var string Value;

function Activate()
{
	if( InActor==None )
		Value = "None";
	else Value = InActor.GetHumanName();
	InActor = None;
}

defaultproperties
{
	MenuName="Get Actor Name"
	Description="Get the name of an actor."

	GroupName="Actor"
	DrawColor=(R=0,G=150,B=0)

	VarLink.Add((Name="Actor",PropertyName="InActor",bNoOutput=true))
	VarLink.Add((Name="Name",PropertyName="Value",bNoInput=true))
} 

  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
ExpEM
Junior Member
**
Offline


Oldunreal member

Posts: 52
Location: New Zealand
Joined: Jan 20th, 2013
Gender: Male
Re: [227] Kismet Trigger setup
Reply #4 - Jun 29th, 2015 at 6:42am
Print Post  
Sounds cricket, I'll have a tinker and see what I can do.
  

Finaly signed up, been a fan for years...
Back to top
 
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1503
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: [227] Kismet Trigger setup
Reply #5 - Sep 25th, 2015 at 9:10am
Print Post  
*Bump* - Since the forum upgrade moved this topic to the end of the board.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
Page Index Toggle Pages: 1
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo