Hey guys and dolls, I'm developing a level for my final semester's capstone project, and I need to know how to pick things up- more specifically, how to DROP them once they've been picked up. I've got an item- a battery- that you can pick up, but I can't make the player able to drop it. This is my Kismet so far-…
I was trying to implement this same functionality awhile ago, and it is definitely possible just using Kismet. You had the right idea to use Attach to Actor. However, you need to make use of the pickup boolean ("Is the player holding an item?") that is set to False . From there, attach a dynamic trigger to an interpactor…
I think you only really need one trigger for the item, but it could be a couple different things. 1. Uncheck "Aim to Interact" for the trigger in Kismet. The threshold for this setting is way too low to be useful IMO. 2. Remember to set the "Max Trigger Count" to 0 for infinite uses. 3. If it's still not working, then the…
Awesome, thanks Slainean! I knew it was possible, I just had no idea how you would actually do it. I actually have a boolean for the battery, since you 'give' it to a nearby robot to power it on. I'll give your solution a try ASAP and get back. Thanks!
Cool, you're almost there. I think I know what the problem is: The Kismet sequences are firing off multiple actions at the same time instead of a sequential order. For example, for the top sequence the "Compare Bool" False output is setting the interpactor's physics at the same time that it is attaching to the player. You…
Because you're trying to use a level-event scripting tool to implement game mechanics (which should be implemented in script). Think about it logically; of course that won't work. When you touch the trigger, you use the 'Attach to Actor' node to attach object A to object B. If you toggle the trigger, you're still just…
GOT IT!!! It took a little logic and sweat, but I managed to get it working reasonably. I'm going to post the Kismet so everyone else can pick up stuff with Use! Though this is definitely a hack, it works nicely for picking up objects. I'm using it primarily in my level so you can move things away from objectives, or move…
I had a few things that you suggested already done, but I went back and it works! Sort of. I can pick it up...and drop it...and pick it up again SOMETIMES. Here's my full Kismet sequence. I simplified it from before, where I had an unnecessary regular trigger on the battery's location seeing if the Bool was False. So close!
Looks like it all works-- Took me a few minutes to realize that I have to attach the InterpActor battery that was in-game to the trigger and not from the Content Browser :P Right now, I can pick up the object, but I can't put it down. Before, the Dynamic Trigger would just stay where I placed it in the level, but now it…