Time for action – Bug fixing time!
If we were writing this Kismet sequence as code, we might use a Boolean to keep track of whether a weapon upgrade has been spawned or not. If we hit the trigger and bUpgradeSpawned
was false
, we'd set it to true
and spawn one. Once it was picked up, we'd set the Boolean back to false
. We already know how to do that in code, but how about Kismet?
There are a few different ways we could do this, but to keep it relatively simple we'll just use another trigger:
Open AwesomeTestMap and delete the TargetPoint that we're using as the upgrade spawn location. Since it's referenced by Kismet, the editor will ask you if you're sure. Click on Continue. Now if we open our Kismet editor, we'll see that the variable that held our TargetPoint now has ??? written on it. This lets us know that the variable doesn't have an actor associated with it. If this were UnrealScript, it would be the same as a variable being none. Don't delete this Kismet variable, we'll use it in a...