Chapter 8. Complex Event Sequences
Upon first glance, a blank Kismet page can be quite daunting. After some practice, you'll find yourself eager to fill it. Kismet is where the user can create movers, script events, turn particles on and off, perhaps even change some AI, and even more. Kismet can be thought of as a Graphical User Interface (GUI) that brings code accessibility to those who want to manipulate the engine and create something new. Friendly little circles and rectangles allow the user to construct simple or complex sequences to enhance the game's impact on the player.
In this chapter we shall be looking at the following:
- A simple sequence
- Basic UIScene
- Basic cut scene
So let's begin...
Time for action – a simple sequence
The simple sequence ...
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