Take Damage fires off if
the asset associated with the event takes damage in game.
• Creation: The Take Damage 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 'TakeDamage' 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.
• Damage Threshold: This is the Maximum amount of damage
the asset will receive before firing off the event.
• DamageTypes: This will vary widely from game to game,
depending on the damage types available in the game. However,
this is where you would determine exactly what kind of damage
the asset will receive. For example, you can use this field
to input damage from weapons, but leave out damage from a
vehicle or player colliding with the asset. Therefore, the
damage will only accrue if the asset takes damage from weapons,
but it won't take damage from a vehicle running into it. To
assign types, use the green radio button to add a field, and
then select the damage type from the list provided. Click
the green radio button to add other damage types.
• IgnoreDamageTypes: Pretty much the opposite of DamageTypes.
If there are specific damage types you want the asset to be
immune against, this is where you would list them. To add
damage types to ignore, follow the same directions as in DamageTypes.
• 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.
• MinDamageAmount: This controls how much damage the
asset can 'ignore' before it starts counting up to its MaxDamageAmount.
Basically, if the asset receives damage that's less than this
number, then the damage doesn't matter.
• 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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