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*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. |
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Remote Event - RemoteEvent
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RemoteEvents fires off from
signals sent across Kismet from an 'ActivateRemoteEvent'
Action. They are excellent for sending Kismet 'messages' across
sub-sequences or widely seperated Kismet areas, instead of
filling the screen with Kismet spaghetti.
It is reccomended
that you always Comment your Remote Events. Also, do not set
off more than a few actions with the same remote event as
in some versions of the engine sometimes some of the signals
seem to get 'lost' when many go off at once.
• 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.
• EventName: This is the name that you match with your
'Activate Remote 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.
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