*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.



Physics - RigidBodyCollision




RigidBodyCollision fires off if the physics asset or KActor referenced and attached to the event records a Rigid Body Collision with another object. It will usually do this by default if the Physics Asset or KActor is live/awake in the level, but this event will 'record' this happening and fire.
An example use is to simulate randomly falling objects, and their reaction to hitting the ground - like bombs. A physics asset falling from the sky will hit the ground, and then you can use this event to kick off the 'explosion' or whatever happens when it hits another object.
As seen in the screenshot below, it's also possible to designate the impact velocity and impact location through external float and vector variables, if need be, although these are not required.

• 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.

• MinCollisionVelocity is the least amount of velocity that occurs while the object is 'awake' that will trigger the event. In other words, if this is set at 1, a bottle falling 2 UU onto a table will probably fire the event, but if it's set higher than 1, then it probably won't fire until it falls off the table.

• 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.