Schmitzenbergh Posted December 30, 2015 Share Posted December 30, 2015 Ok I can't figure this out. In theory it should all work (At least in a C# thinking way). I want to disable the Obbi/AGT on a certain condition. So I create a kismet sequence that waits 7 seconds and then activates the "Modify Property" command. It has the building object (In this case Obbi) connected to the Target and I set to change to following property "Rx_Building_Obelisk.bLaserDisabled" to the Property Value: True (Also tried 1). But whatever I do, the darned thing wont deactivate. Am I a complete idiot? Or am I missing something. It's just changing a property... (Something like RX_Building_Obelisk_1.Rx_Building_Obelisk.bLaserDisabled = True OR RX_Building_Obelisk_1.setbLaserDisabled(True); If we talk in programming languages) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted December 31, 2015 Totem Arts Staff Share Posted December 31, 2015 Figured that one out already viewtopic.php?f=136&t=75458 Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted December 31, 2015 Author Share Posted December 31, 2015 Oh I havent seen that post. Sorry! So, I can just import the code into kismet? Or do I need to import the script another way? I'm new to unreal scripting, but not new to coding. (C# all the way ^.^) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 1, 2016 Totem Arts Staff Share Posted January 1, 2016 You should import the whole script. At the moment of writing, it seems that just kismetting the building out is not possible due to the setup being inside a class inside the Internal class which is inside the placeable actor. Long story short, too much classception, derivating classesand rescripting a particular set of functions seem to be much simpler offtopic : I believe UScript is more similar to Java than it is to C# Quote Link to comment Share on other sites More sharing options...
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