I’m trying to make a system that has 10 battery stations across the map using non-moving AI so when killed by enemy AI, the lighting in the building dims/flickers depending on how many have been killed. Such as 2 deaths triggers an event.
I’ve already created a decent 3-5 tier lighting system that accomplishes that part when I test it manually but I can’t for the life of me figure out how to get a kill-able AI to either trigger an event, or have something check to see if those AI have been killed.
Kind of like
10 = 100%
8 = 80%
6 = 60% etc.
The plan is, if the player (you) finds said dead AI, you can interact with it and “repair” it so the health is back to full and is no longer being counted towards the total amount needed to activate the different levels of lighting.
Or am I over complicating it and there’s a more simple way?
Thank you all so much!
It’s not clear that the battery stations need to be “AI” or “Pawn” at all, they could perhaps be just actors.
They would keep a damage amount value in a member, and in event on received damage would add to the damage, and when damaged enough, would consider themselves “dead.”
You’d probably have the actors tell the game mode when they go between working/broken states, and the game mode would decide how much to dim the lights.
If this is essentially how you do it, and you make them “Pawns” with “AI” just because it’s easier to get your enemies to find and attack them, that’s probably fine.
Still struggling with it. I may have to find another way to get done what I need. I just figured using the AI system and tagging different teams would be easier to manage in the end. Can’t even figure out how to get the beginning started lol
This is actually pretty darn perfect! Thank you so much for your time! I just need to play with it to understand how it all works so I can get it to work together.
I made a varying Full Lights, to Dim Lights, to Flickering Lights to No Lights Blueprint for the spotlights all over the building. And I’m having a hard time figuring out how to make it activate each “level” of the Lighting Blueprint for each of the Switch on Int.
I thought I had figured it out. I’m clearly missing something. I combed through the forums and watched several tutorials to bring it all together. I tried using dispatchers and as I thought, nothing worked. Clearly it’s currently out of my league.