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Build a Game with UDK by Geoffrey Sholler

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Chapter 5. Kismet and Matinee

Now that we've got our level pretty much visually complete, we can start to set up some of the level events and anycut scenes that we might want. To do this, we'll use UDK's two more powerful tools, they are stated as follows:

  • Kismet: It functions as UDK's visual and event-driven scripting language.
  • Matinee: It functions with craft in game cutscenes or control in game moving parts like the ever-popular moving platform or opening doors.

We'll be taking a cursory glance at these two tools and go through a couple of simple examples.

Introduction to Kismet

Kismet is UDK's visual scripting language. It is primarily used to create event-driven actions in the game. For example, if we wanted a light to flash upon the player entering ...

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