Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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How to understand Kismet
By Danh
This is a guide for understanding Kismet and how to use it.
   
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Introduction
Hello. If you read my first guide and learned how to use the udk/sdk through the video tutorials I linked, then I think you are ready for this one!

I have set up a steam group for everyone who wants to be a map maker. Here you can meet other map makers and ask questions and find help for map making.

https://steamhost.cn/steamcommunity_com/groups/RO2MMG

If you liked the tutorial please rate it by pressing the thumbs up button! =)
Understanding Kismet
In this tutorial, we will be taking a look at TE-Apartments and trying to dissect the kismet and absorb the information clearly. This is so we can produce our own kismet for our map later. In the beginning tutorial, I gave you a small snippet of how to set up kismet. Now we will take a look at a much more in depth kismet set up.


Start off by opening up the SDK and go to open map. Navigate to the (1) RO2 map folders and select (2) Apartments.


Press the (3) K for Kismet


Now try to drag your screen to the territory section. It is shown here. We will first take a look at the box that says Territory Startup and Reset. This is the initial start up and shows how spawns are set up on the first round and every round afterwards.


Here you see the (4) initial spawn set up.


Taking a closer look let us dissect each part of the kismet. So if you remember the first tutorial, you will have an idea of what is happening here. (5) "Level loaded" is used an event to trigger an action. So in this case we are saying at every level reset we want this action to happen. The level reset is connected to a (6) "Compare Bool". This is a comparison. If you look at the bool variable it says IsTerritory. This basically means that if the map is Territory then it is OKAY to continue to the next action.

You can see that the True output has two links. We will continue on to the bottom link. So taking a look at (7), we notice a few "Enable PlayerStartGroups". This is self-explanatory action. Here we see that the first one enables the first allies spawn and the next one enables the first axis spawn. The third one disables the rest of the spawns that are not in current use. This is good practice because you don't want other spawns enabled. So continuing, (8) we see a max player condition. This basically says depending on the MAX player the server is set at then you will branch to one of three actions.

We only care about 32-64 for this tutorial because most people play 32-64 and are more familiar with the objective set up. Looking at (9) we see that the first action is "Enable Objectives" and we see many objectives linked to it. Each one is clearly labeled so we understand that it is enabling the four objectives in Apartments. The next action is "Activate Objective". This is activating the CURRENT objective that is for play. So when we start Apartments, we see that East and West Bridges are the current objectives.


Let's take a look at the upper link. This is the FMG setup. I won't go into detail on how it is set up because that is another tutorial but I want you to understand a few things.

So (10) the destroy target is destroying the guns. Why would we want that? Let's think about it. If you remember the "Level loaded" event and we branch from the "level reset" output, that basically means that every time the level is reset the guns will spawn. So if we did not have the destroy target action, then on the second round, we will have two copies of the gun. Then on the third round we will have three copies. That is not very efficient.

Next we take a look at the (11) Actor Factory Ex. We use this to spawn actors. So if we look at the spawn point it connects to the two Maxims. Then the (12) Spawned 1 and Spawned 2 are connected to objects that represent the guns.

This is probably a little confusing but it is okay if you don't understand. The main purpose of this tutorial is to show you how to set up objectives and spawns correctly and understand a little bit of kismet. This part is a bit more advance.


Let's take a look at how the game handles the objectives. Drag your screen to the Territory Objective Handler. So we are interested in two parts here. (13) The Objective Captured event and the (14) 32p/64p Objective Handler.


Zoom in on the (15) Objective Captured. Like I said earlier, we use events to trigger the start of an action. So when an Objective is captured, an action will be triggered. In this case it is another Compare Bool which just checks if the game is Territory. Next we have the Max Players, like I said earlier we are only interested in 32-64 so lets follow that link.


Here we have the (16) objective status. So lets think about it again, when an objective is captured, it will check for territory, check for max players, then check for the objective status.

Now pay attention carefully. The objective status is connected to two objectives, the West and East Bridges. You see 4 outputs but only two are used. Let's try to understand the Allies output. This means that the Allies must capture BOTH objectives to proceed to the next action. Why is that? It is because BOTH objectives are linked to the Objectives input for the Objective Status. If it was just one, then the Allies would need one. So what is that "Else" use for? It is for when the Allies captured only ONE of the objective and NOT BOTH. It can also mean that the Axis owns only ONE of the objective and NOT BOTH.

So let us assume that Allies have both objectives and we go to the next action. The next action is an "Activate Objective" that deactivates the two objectives. This means that the two CURRENT objectives will be deactivated and you can not capture them again. The next action enables new spawns while disabling old spawns.

Then you see the last two objectives activated and that is it. We don't need an objective status for the last objective because the game engine knows that once those two are captured it means victory. We also see a machine gun is spawned for the Axis.


Remember how the Objective Status for the East and West had an "Else" output. Lets take a look at that and understand it. So here we see a (18) a gate. Gate acts like a gate. When it is open, then you can proceed to the next action. When it is closed, you stop there. So in this case, if we look at (17). That basically checks that if it is Territory which is true and we see that it is connected to the open. So it will open the gate. The gate also will close after it is activated. This is a gate setting and the default value is an unlimited amount of activations.

So the first action after the gate is (19) an Objective Status just for the East Bridge. The two outputs are an Axis and an Allies. So when an Objective is captured it will check who owns the East Bridge. If it is Axis it will go on to the next Objective Status. If it is Allies, then it will go on to (21). Let us assume it is Axis so lets take a look at the next Objective Status. This one is for the West Bridges and it has one output which leads to (21).

(21) enables a fallback axis spawn and disables a closer axis spawn.

So what does this all mean?!

So we know this event is protected by a gate that only lets the event happen ONCE. Then it checks each individual objective status, NOT BOTH like earlier. So the first one checks for the owner, and if it is Allies then it will disable the close spawns for the Axis. If it is Axis, then we check the next one.

So this means that wh
4 Comments
Guerrilla 23 May, 2013 @ 1:35am 
MY gawd that was simple I srsly have tried doing that for almost 2 weeks!!! Thanks :D
Danh  [author] 22 May, 2013 @ 8:28am 
You can use weapon factory pick up
Guerrilla 22 May, 2013 @ 5:58am 
Very informative! Is it possible to use the Actor Factory Ex to spawn other things like weapons, satchel charges, grenades etc?
☢ BETA ☢ 20 Jan, 2013 @ 2:24pm 
A nice explained guide, so a +1 from me