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...The
tutorials and forums about UEd mapping were what taught me the most about using the editor. This is my way of giving back.
If any of the information presented is incorrect, please do contact me at vincennes999@yahoo.com and I will correct it. Please put 'tutorial correction' or something similar in the subject line so I know it's not spam. |
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Interactive Events - Emitters
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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.
Emitters are fairly simple to deal with in Kismet, but there
are a few things to remember when dealing with them.
1) Is it a 'constant' emitter, or a 'burst' emitter?
In other words, when it's turned on, does it loop/stay on -
like a plume of smoke or a fire that never goes away. Or is
it like a small burst of smoke, or sparks, or something that
goes away after x amount of time? If it's a constant emitter,
and you need to turn it off after x amount of time, simply output
the toggle to a delay, and then loop it back into the off of
the toggle.
2) Is is on when the level starts or not?
This is controlled through the 'AutoActivate' boolean in the
properties of the emitter itself. Basically, either it's on
when the level starts and is turned off later, or it's off when
the level starts and is turned on later.
That's about it, really. Use the 'Toggle'
Action to turn them on or off, as shown. Using a toggle can
allow you to turn on/off the emitter as many times as necessary.
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