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Waypoints and Autosaves.

 

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Saving by waypoint

In this tutorial we are going to save the map by making contact with a waypoint. Below is a map to download for you to test this on. The good news is that the Kismet commands have already been created.

DOWNLOAD:: Secret_Valley_autosave.udk (The Ultimate save system must be installed)

There are a total of 5 waypoints to be reached. When you get to the last waypoint you can delete the save files by standing on the trigger to the right up the steps. (Image in step 3)

STEP ONE

In this tutorial there are a series of waypoints indicated by orange arrows and text. When the orange arrow is approached it disappears and where it says "Waypoint" it will go up by 1.

 If you exit and restart the map, you will be where the waypoint was activated and it has kept count of how many waypoints have been reached.

What you will see in this tutorial is the most easiest way to get certain events to happen.Once you understand how this works you will be able to make more complex commands/sequences.

If you look inside of Kismet when you open the Secret_Valley_autosave.udk you can see that all the Kismet Widgets are clearly marked with comments.

This tutorial will be brief because of this. 

STEP TWO

Locate the directory:

C:\UDK\UDK-2013-07\UDKGame\Content\Maps

(Example only)

Copy or paste the file Secret_Valley_autosave.udk in the Maps folder.

STEP THREE

Start UDK, locate and load the map:

" Secret_Valley_autosave"

Select "Play" - "on PC' or right click the map and select "Play from here"

Walk up to an "Arrow" then exit the map.

Start again and the Arrow will be gone and the Waypoint counter will say "1 Waypoint".

Restart map and walk to each Arrow then leave after the arrow is collected.  As you can see it saves your position and remembers how many Waypoints have been reached.

Run over to the trigger by itself with two steps at the end of the map and it will delete the files/waypoints you have saved.

STEP FOUR

Exit map and start up Kismet.

Take a look at the Kismet Widgets here. I have written comments with the Widgets so you can understand them.

Modify, extend and experiment with these Widgets and Sequences as much as possible. This is the best way to learn how the Widgets work and you will be able to build your own Sequences for your own projects.

Good Luck!!!!

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  All software packages created was used by the power of the Unreal Development Kit.

  In game loading screens created by using BINK VIDEO.

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Date Modified: 04/01/2016

© World of DASM, and the DASM series, created by Shane Hillier

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