Kismet problem

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Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
I'm just getting started with Kismet so forgive my noobishness. In the following set-up, I have Obj's. 1 + 2 enabled and only Obj. 1 Activated. Set up like this, my bots have no idea where to go and they just kind of stand around in the spawn. If I remove Obj. 2 from "Enable Objective" they all run like gang busters to Obj. 1 and cap the hell out of it. Both Obj's have everything set properly up in Properties (volumes, unique rep. indexes, priority etc...). Also, with both obj's enabled, neither one shows up in the tactical view but with only 1 obj. it pops up right away.

So, does anyone see anything wrong with the way I have it set up with both obj's enabled? I have tried this with my own Kismet set-up as well as the one from the SDK sample maps and the TE-Spartanovka set-up with the same results.

kismet2.png
 

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
That is the initial level setup and it does look ok.

All objectives should be enabled as you have, and only the 1st objective should then be activated.

Can you post a screenshot of your kismet that actually gets used when the level has started.

This will most like start with a 'Obective Captured' node.
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
LordGleedo,
I've been messing with another Kismet setup and things got even stranger. This time I used the TE-Neutral setup from the SDK example maps set. For some reason, when spawning as axis tank commander I spawned inside of the first objective with my tank even though the tank spawn is nowhere near it. Didn't happen when spawning as infantry. Map ended when 1st. obj. was captured even though other objs. are enabled and activated.
kismet4.png


kismet3.png
 

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
tbh I have not done anything with tank kismet setups so perhaps wolverine can offer some help on your spawn issue.

But the objective captured node looks wrong in what it's pointing to.

Your first 'objective captured' will be the captured node for the objective your enabled/activated in your initial setup kismet (your 1st screenshot in op).

So 'objective captured' should be linked to an 'objective status/in' node. From that, depending on who captured the 1st objective, you then deactivate/lock (if required) and activate the next objective + disabling/enabling the next required PlayerStartGroups.
 

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
Which "heading" is "Objective Status" under? I can't find it in the Kismet drop-downs.

Not sure - copy the code below and just paste directly into your kistmet screen and it will appear :)

Spoiler!
 

Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
I was about to post this.
Usually if you notice that only one of the objective is working it's caused by a obj index, rep index issue.

Nifty sig Zero ;D