Soldato
Hi Guys,
I am trying to make a bot spawn and hide itself after I hit it with the Linkguns Plasma. That might sound odd but read on as I have it working on static and skeletal meshes, but it wont work on spawned bots. I already understand what I need to do, but I just dont know how to do it.
This works for a skeletal mesh I have just placed in the level:
Basically the above has 'skeletalmeshactor_0' referenced, linked, attached...whatever you want to call it to 'Take Damage'. The Take Damage has a few property changes but they are irrelevant to my question. That 'Take Damage' is linked to 'Toggle Hidden' Toggle, and that is linked to a target which again is 'skeletalmeshactor_0'. When I shoot the mesh it dissappears and if I shoot it again it reappears. Simple.
Here is what I want to happen:
Its basically the same as above but I am spawning a bot from the Actor Factory first. Actor Factory spawns a bot into the object '???' and therefore '???' becomes my bot. However, if you look at my Take Damage, there is no prefix in the name that is referencing '???'. Technically until the game starts '???' has no value. What I need to know is how to reference ??? into Take Damage. Basically I want to end up with '??? Take Damage' (or something like that).
Did that actually make any sense? Its annoying as I know the theory but I just cannot for the life of me get it to work. There has to be something else I need to add to the kismet that says 'on load make ??? the target, reference or whatever of that Take Damage.
I have been able to get it to work with a Used event:
That is saying that when I press the Used event, hide/unhide the bot. This works, but the Used event is referenced to a trigger on the level, so this isnt going to give me the effect I want obviously.
Right, I hope at least some of that made sense to someone. This has been bugging me for so long now.
I hope to see some great replies soon!
Scott
I am trying to make a bot spawn and hide itself after I hit it with the Linkguns Plasma. That might sound odd but read on as I have it working on static and skeletal meshes, but it wont work on spawned bots. I already understand what I need to do, but I just dont know how to do it.
This works for a skeletal mesh I have just placed in the level:
Basically the above has 'skeletalmeshactor_0' referenced, linked, attached...whatever you want to call it to 'Take Damage'. The Take Damage has a few property changes but they are irrelevant to my question. That 'Take Damage' is linked to 'Toggle Hidden' Toggle, and that is linked to a target which again is 'skeletalmeshactor_0'. When I shoot the mesh it dissappears and if I shoot it again it reappears. Simple.
Here is what I want to happen:
Its basically the same as above but I am spawning a bot from the Actor Factory first. Actor Factory spawns a bot into the object '???' and therefore '???' becomes my bot. However, if you look at my Take Damage, there is no prefix in the name that is referencing '???'. Technically until the game starts '???' has no value. What I need to know is how to reference ??? into Take Damage. Basically I want to end up with '??? Take Damage' (or something like that).
Did that actually make any sense? Its annoying as I know the theory but I just cannot for the life of me get it to work. There has to be something else I need to add to the kismet that says 'on load make ??? the target, reference or whatever of that Take Damage.
I have been able to get it to work with a Used event:
That is saying that when I press the Used event, hide/unhide the bot. This works, but the Used event is referenced to a trigger on the level, so this isnt going to give me the effect I want obviously.
Right, I hope at least some of that made sense to someone. This has been bugging me for so long now.
I hope to see some great replies soon!
Scott