You will probably need special effects for your weapons, vehicles … We’ll see how to add ParticleSystems and trigger effects in Kismet.
Visual effects with particles: ParticleSystem actor
All advanced visual effects that you know in the video game (Fire, explosions, smoke, sparks, streaks balls) are created with particle systems in UDK.
The classic example is the spark: the heart of the spark transmitter (invisible), and you need to understand what these famous particles: these are pieces of material thrown, fired, out of the spark.
These particles, still in the same example, have these properties:
A yellow / orange very bright;
A 360 ° projection;
A high-speed movement;
We will see an example. Open your Content Browser and select the filter Particle Systems !
Then, delve into the UDKGame/Content/UT3/Effects packages and choose a system of particles, eg Corruption_Falling_Leaf_01 . Welcome to Unreal Cascade, the publisher of particle systems!
Each sheet of this system is a particle. It has a downward movement, a rotation and it goes down. You see, it’s very simple!
We will not detail this tool, nor the editing tool Static Meshes in the first part. For now, this is not the goal, you’ll just use a ParticleSystem .
Cascade , select
P_FX_VehicleDeathExplosion and close the Content Browser. In the 3D view, it is now very easy to add a ParticleSystem with: right click –
Add Emitter: P_FX_VehicleDeathExplosion .
For now, if you start the game you will see one small explosion which stops … It is normal, the system of particles is disposable!
Making a mine
Its behavior is very simple: it takes the form of a 3D model, and when you approach it, it explodes producing sound, explosion effect, and damages.
The Actors to use, and some useful content
You’ll have to implement several Actors to make a mine:
A StaticMesh which physically represent the mine: you can choose what you want for this;
Rocketlauncher / Cue / A_Weapon_RL_Impact_Cue, that you will not displace for now : It’s an opportunity to discover another way of playing sound;
A ParticleEmitter representing an explosion.
If you rebuild and run the map now, you will normally have a picture of explosion once, no sound, no damage: do not panic, this is normal! We will fix it quickly with Kismet .
A working basis for explosive mine!
Trigger effects via Kismet
TriggerVolume is the tool to use here to trigger your action. Remember the process:
Create a form to the right size with the Builder Brush ;
Make a TriggerVolume via the tool Volumes of the main window;
In Kismet, create an event with
New Event using TriggerVolume_0 - Touch.
And now let’s play with Kismet! You will use two actions:
Toggleconnected to ParticleSystem (remember: right click on the entity,
New Object Var using ...in Kismet!)
PlaySound, a new action: its properties, you will have a property
Play Soundto which you assign the selected sound.
The properties menu in Kismet for the action PlaySound
An early sequence Kismet for your mine
At this point, when you approach the mine it should blow up and start the explosion effect and sound!
The final Kismet sequence
Your mine is fatal now.