Home› Unreal Engine

Need Help in UDK: Dynamic Physics Volumes + Kismet

Hi all,
I'm trying to make a kismet system that will basically allow me to create a gun that fires a dynamic physics volume that interacts with the first thing it hits. Ultimately I want the physics volume to reverse gravity and its intensity be controlled by the player (pressure or time sensitivity on the controls).

I'm still learning the ropes with Kismet and I have never used a functioning dynamic physics volume. Any help is much appreciated.

Thanks!

Replies

  • Stitch
    I just realized this is going a lot deeper that I originally anticipated. I am definitely going to need some help with uscript to pull this off.

    What I really need is help scripiting a custom weapon first i think.
  • Lamont
    Offline / Send Message
    Lamont polycounter lvl 15
    Here is one way of thinking of a solution:

    Your gun doesn't really need to fire anything, it's all an effect. It can be linked to a physmat. On impact it can bring up custom attributes to make things float/ragdoll and a custom material that makes it look all "glowy". Then after a set time, things fall down. This way, linking a physmat for the effects will require no setup for your other objects, just link it in the item properties.

    I think this is the right track...
Sign In or Register to comment.