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The only actors used for the Objective in the world, are an AOCObjective_Generic, AOCHudmarker, and Path Nodes for the Peasants to spawn and move to. Path Nodes can be place placed wherever desired, though I will be using the example map setup. The initial Kismet setup is the same as covered in previous documentation for Initial Setup, thus I will not go too far into detail. 

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The final step of this objective is to keep track of how many Peasants have been killed. I will also go over some ways to indicate this to the player, which will be useful for other objectives.

 

To  To track how many Peasants have been killed, we will use some simple Kismet math. Each of the death events fires into an already open gate. Each time, it adds to a switch, which exists to close the gate after all the peasants have died. Each Death also passes through the gate and a minor delay into the next Add Int Action.

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Add Int is taking A(1) and adding it on to the total. So in simple math, 1+x=x, with x being carried to the equation each time. So it starts as 1+0=1, 1+1=2, 1+2=3, and so on. That result is then checked by a Compare Int Action. It simply takes the result, and compares it to the number needed to complete the objective. In this case, it is using A >= B, which means A needs to be greater than, or equal to (5) to activate the AOCObjective_Generic Complete Event, effectively ending the objective.

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