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  • An AOCObjective_Generic Actor 
  • A Torch Pit
  • An Interp Actor, also called a mover (right click, covert to change a static mesh to it, make sure to add collision in the properties.)- StaticMesh'CHV_Battlegrounds_Meshes.SM_Haypile'
  • AOCHudMarker
  • A Particle to play when Burned- ParticleSystem'CHV_PartiPack.Particles.P_fire_blazing_grow1'
  • An AOC Ammobox actor, that gives torches.

 Most of these are in the Actor Classes or the Content Browser area of the Content Browser. You can also just copy them from the example map.

An AOCAmmoBox is also needed.

Faction Restrict it to EFAC_Agatha, and set the Ammo Type to EAMMO_Torch.

The Skeletal Mesh is: SkeletalMesh'CHV_torchpit.Meshes.Sk_Torchpit'

Make sure that under the Skeletal Mesh Component, you assign it a Physics Asset: PhysicsAsset'CHV_torchpit.Meshes.Torchpit_Physics'

Image Added

 

Once you have all of these actors in place, click the green "K" in the top menu bar to open Kismet.

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