Is there a way to toggle (enable) a take damage node in kismet? Right now I have a piece of glass. I have two take damage nodes. 1. node is for swapping the glass object to a cracked glass object after 25 damage. 2. node is for destroying the glass and triggering a particle system of glass shooting outward which occurs…
I would just have one take damage trigger, and store the damage taken to a variable. Then link the out of the take damage node to some comparison nodes to check if the damage is within the range you need it to be, and trigger your events out of the comparison nodes.
Thanks Alex, I'm not sure how to store the damage into a variable, I'll look into that. Makes sense though. I was trying to use two nodes and they were stepping on each other I think.