*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.