What if you forget about coding grinding and learning about a dead language and you try to actually create something that we all can play? Yeah, most of those assets are bundled with UDK, which look great to me. Make sure that your custom code is really compiled, and I use "EditPackages" instead of "ModEditPackages" (in the .ini), maybe that changes something for you.
So, I'm trying to do something as to where when you kill an enemies, it drops something, but I doesn't seem to work. I have the "when pawn is destroyed" node in kismet hooked up to play a sound as a test.b tu doesn't even play a sound. I'd post a screenshot, but I don't have internet (using someone's slow ass connection) right now, we just moved in like 2 weeks ago. I'll try to upload it anyways.
Make sure that the "Destroyed" event is really fired, also the "Play Sound" node needs a target so that it knows which object plays the sound; it should be the enemy but it's destroyed, you could try to plug an "All Players" bubble (new variable). In Kismet, I often use the "Obj Comment" and "Output Obj Comment To Screen" fields to see if nodes are being used, you can see them in your own screenshot.
Work in progress, I'm almost done with the main menu. I need a little help though: three 30x30px vectorial icons for the Data Select screen; red is "beaten levels", green is "lives" and blue is "Chaos Emeralds". And if you can't contribute, what would you show as a "beaten levels" icon?
Awesome. Gotta take a look at it. Also, I've been having problems with creating actors through kismet. I'm using the Actor Factory and it works fine with the ring archetype, but when I make a spring archetype, it won't spawn. Code (Text): Kismet Warning: Failed to spawn at (X,Y,Z coordinates) use ActorFactoryArchetype_1. Does it have to be dynamic?
The updates look good Xaklse, looking forward to it. I was wondering if anybody could help me with something? I'm putting in some custom behaviour for Badniks but I'm using Kismet. I have an idea for a Badnik that will rotate on the spot for certain reasons - but I can't get this to work. I have setup a Kismet sequence to just do it when the Badnik sees / notices the player to test it, but all that happens is it 'snaps' 45 degrees and rotates back to it's original position very quickly, regardless of any rotation values I pick. I have tried loads of nodes but everything I've tried so far does exactly the same. Is it possible with Kismet?
This is pretty unrelated, but I'm a week away from having my Oculus Rift. Any idea how hard it would be to put the game back into first person and add in that head tracking? I also backed the Omni (http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game), and I think that'd be amazing with this.
Here is a screenshot. It makes no difference if the object variable for the badnik is the pawn, the spawner or just blank. It also doesn't change if I use a variable node for the actor rotation, or just editing the properties.