This video intruduces you to Kismet, UDK's powerful visual scripting system, and how to use it in your levels.
Here we explore the Kismet Editor user interface, as well as set up a simple sliding door example.
Matinee is an animation tool that exists entirely within Kismet. In this video we take a look at the Matinee user interface.
In this video we demonstrate how to use Kismet to create a dynamically toggleable light that can be switched on and off during gameplay.
With the light switching on and off, we now take a look at how we can also toggle a material to switch between different states.
Adding comments in Kismet - very much like in programming code - can make it much easier to keep track of what each part of the script is doing.
Here we set up the announcements in the level, which we will use to make our level "talk" to the player.
By adding a simple switching system, we can cause our announcer to perform a ten-second countdown to level destruction.
While the countdown is taking place, we want an alarm claxon to be going off as well. We now set this sound up and the events that will drive it.
To help contain the player's sense of panic, we are going to lock them in the back room of the level.
This video teaches how to use named variables to make instanced copies of a single value in your Kismet scripts.
Remote events allow for "wireless" connections to actions in your Kismet sequences and can be useful when using subsequences.
We now add a brief delay into the countdown system to help with the overall timing of our level's main sequence.
Well, the player's time ran out. They played with the switch too much, the countdown has comlpeted, and it's time for them to explode.
This lesson takes a look at subsequences, which allow you to take entire networks and condense them into single Kismet nodes.
Movers are prefab-like InterpActors that come with some simple behavior, useful for things such as lifts.