Time for action – Using SupportedEvents
Let's see if we can change the beginning of our game. Instead of automatically triggering the first wave when the player spawns, let's make it so they have to pick up the weapon and a weapon upgrade first as a kind of tutorial:
Open AwesomeTestMap in the editor.
Place an AwesomeWeaponUpgrade in the level near the weapon.
With the AwesomeWeaponUpgrade selected, open the Kismet editor.
Right-click above the Player Spawned event and hit New Event Using AwesomeWeaponUpgrade_0 | Touch.
Hook the Touched output of the event to the input of the Spawner Activation action.
Delete the Player Spawned event.
Save the map and run the game.
What just happened?
We can see the problem with this setup pretty quickly. Even if we don't actually pick it up, simply running over it triggers the first wave. The problem is that the AwesomeWeaponUpgrade receives touches and triggers its Touch events regardless of what we're doing inside the UnrealScript class's Touch function. We...