*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.



Actor - Destroyed




Destroyed fires off if the asset associated with the event is destroyed in game.

• Creation: The destroyed event - like most events, can be created two ways:

The First is to select it through the Kismet right-click menu as in the top screenshot. Once this is done, the top event in the bottom screenshot is created, and you can then assign the asset to it by right clicking on the event and assigning the asset to it as shown. However, in the level, you must have the asset selected to do this. After asigning the asset to the event, the event will change from the top version to the bottom version in the screenshot.

The second method is to already have the asset selected in the level, right click in empty kismet space, and select 'New Event Using...' the asset and then 'Destroyed' from the sub-menu, as in the screenshot below.

• bClientSideOnly: This is a handy tool to optimize events for the network. Basically, if the event is not going to affect gameplay - if it doesn't matter to other players - then select client only. This will prevent the event from sending placement/rotation/physics data across the network and trying to make sure the asset is in the same place and the same time on everyone's computer who's in the macth. This would be used for decorative items that have no affect on gameplay. If, however, all the players do need to be constantly updated with the asset's information, then make sure this is checked off. A common dynamic asset this is necessary for is a lift. All the players need to see where the lift actually is at any given moment.

• bEnabled: If you combine events with toggles, this field will allow you to turn 'off' and 'on' the event at any time. It's enabled by default, but if you need to start with the event 'off' and then turn it on later, uncheck bEnabled and the event will not fire until you turn it on. Note: This contorls the event - not the asset itself. So it is possible to have multiple events tied to the same asset, some of which are enabled, some disabled.

• bPlayerOnly: If you only want the Player, but not NPC's to cause the event to fire, then check this off. Unchecked, and anything can set off the event.

• MaxTriggerCount: This controls how many times the Event can fire off. 0 is infinite, otherwise, the event will stop working after it reaches the number you enter. 1 is default.

• ReTriggerDelay: If the event is allowed to fire multiple times, this will implement a slight delay after it fires before it can be fired again. This prevents spamming kismet signals out of the event which is especially important if the event is going to propagate across the network.