|
|
|
|
*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. |
|
|
|
|
Pawn - Line of Sight
|
|
*Note: The below information may be incorrect. I have not
tested this in the editor, but I also know that the Line Of
Sight event is tied to a Line of Sight Trigger. The trigger
is found in the actor list under triggers and is called 'Trigger_LOS'.
Basically, you create the trigger, assign it to the Line of
Sight Event, and then the event will fire off when the player
sees the trigger in a direct Line of Sight. However, I think
it will also function as described below.
Line of Sight fires off if
the pawn referenced through the attatch to event can see an
opposing teammember in direct Line of Sight within the distance
given under TriggerDistance.
• bCheckForObstructions: I presume this will make the
AI check for visual obstructions during their LineOfSight
check. This is just a guess.
• 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.
• ScreenCenterDistance: I honestly don't know.
• TriggerDistance: This controls the actual distance.
Under this number, the pawn will react to the event.
|
|
|
|
|
|
|