In this post I'm going to go over the kismet sequences used throughout the map, which range from simple triggers using matinees to puzzle sequences. Here is a quick overview of all the kismet that is in the level.
The first kismet sequence in the game begins as soon as the map is loaded, this sequence creates a cinematic of a car entering the map. Originally the map began by simply spawning the player in front of building, but after a bit of research I realized that adding a cut-scene was fairly simple. The research lead me into a matinee with a camera and skeletal mesh to create a simple opening cut-scene, this helps create immerse the player and give it some context rather then simply spawning in-front of the building.
The next kismet I added was a simple sound effect on the door when trying to open it before the power is turned on. This is a pretty basic kismet as it only involves a trigger and play sound. I decided to use this because I didn't want players to gain access to the building by just walking up to the door, as mentioned before I wanted to give the building a spooky atmosphere. I felt that this create a small background hint that the building may have been abandoned for a while before the player arrives.
The next kismet in the map is slightly more complicated compared to the previous. This sequence requires multiple stages. Here's the entire overview of getting into the building.
The start of this sequence involves breaking down a fence prior to entering the generator area, which is a simple trigger leading into a matinee. The complex part begins when we have two triggers that lead into a "int counter" (integer) this sequence allows the engine to compare the "a" and "b" int that I specify. By linking the triggers into the "in" link, each use of the trigger will up the "int" by one. I specified "a" to begin at zero and "b" to be two, so after "a" is equal to "b" it allows the activation the sequence afterwards, activating the trigger to open the door and disabling the trigger that played the door knock sound.
The next sequence that the player will encounter is the floor trap prior to obtaining the torch. This was also the sequence that gave me the most headache
The next sequence that the player will encounter is the floor trap prior to obtaining the torch. This was also the sequence that gave me the most headache
The start of this sequence is fairly simple: a trigger volume that leads into matinee that control a set of trap doors. The trigger volume also begins a looping sound effect that synced with the trap doors and this was the beginning of the headache. For some unknown reason I couldn't simply have another trigger that would stop the looping effect, I tried a few combinations of linking it together, but the only way I got the sequence to stop was to have the trigger volume link to the stop which then links into each and every stop/pause of the looping part. Even with my minimal knowledge kismet I figure there should be a simpler and friendlier way of stopping a loop, because am writing this in hindsight after using bools, I could have set a "true" Boolean to begin the trap and "false" to stop it and have the engine check.
The next part of the map involves minimal kismet, as it is mostly a simple trigger that activate some lights, but one part I will cover was the creation of some pressure pads that would activate not only with the player but objects as well.
The next part of the map involves minimal kismet, as it is mostly a simple trigger that activate some lights, but one part I will cover was the creation of some pressure pads that would activate not only with the player but objects as well.
All it took to allow for a pressure pad type door to allow for other objects to interact with the trigger is to add "kactor" to the list of class proximity types. This allows any objects that are classed as "kactor" to interact with the trigger and not just the player, by doing this I am able to place a pressure pad out of range for a player to enter a door and leave them to discover objects to assist them.
After the pressure pad doors was, what I felt the most complicated system in the level, three rotating statues that reveal a key when done correctly, below is the overview of the kismet.
After the pressure pad doors was, what I felt the most complicated system in the level, three rotating statues that reveal a key when done correctly, below is the overview of the kismet.