Are you interested in playing a different character than Marcus in SinglePlayer? Here you will learn how it works, but the "look-and-learn" way, not the "Place-this-actor-here" type of way. I do not want to confuse you guys and keep thing simple. So what you'll do here is download a example map, it contains everything you need to get it working properly. Download map here - 240 KB-ish un-cooked.

Very Important note:

1- You should not use the Marcus variable anymore, as you are in fact possessing the "NewCOG" variable, thus you should only use this varible whenever you want to add in the "Marcus" variable.

2- You should replace every spawn points to fit them in your level where you want the players to spawn. To do this, have a pathnode selected in your level, go to kismet, rightclick one of the patnode nodes, "Assign....", yes, the first option.

3- You can not use more than 7 Teammates using the "anti-clonning", you should use "RedShirt" pawn class if you want more.

How things work: (Optional read)

The selection
This is where the player has a "Chose path" option, since these things are so useful, I use them as a menu for the player.
It's really useful in our case here, you can see both "Activate Remote Event" as triggers, once the input is recived, the "Remote Event" on the right gets activated. As you can see, left and right links to the first one, but, only right links to "Get teammate 2". That's how you tell the difference when you press right or left. It's really handy.

Random Character
Here's the way to use the nice and un-famous, "Possess Actor" node. The layout starts at "Player Spawned", when Player 1 (Marcus) has spawned as it is linked to a "Marcus" variable, the output goes directly on a random switch, this is where the clock will randomly split to go inside an "Actor Factory" where the game will immediately spawn a multiplayer COG character using the "NewCOG" variable. Then the clock goes in 2 input (I'll get into the other one later).

Note that, I use a "Actor Factory" instead of the "AI Factory", since the "AI Factory" has only silly PawnClasses for the player to control, things like Hoffman being almost invulnerable while the "Actor Factory" gives you access to the Multiplayer pawns, which is definitively a need for health balance. I only use the "AI Factory" for enemy locusts.

One of them is the "Possess Pawn" node I just mentioned earlier. That node is way too useful, the "Marcus" variable is set as the target so the node knows it has to turn "Marcus" into "NewCOG", and smoothly "Destroy" Marcus in the process. After the "Possess Pawn" node, there is a fix aplied to the inventory, since the player had infinite ammo with the primary gear weapon (AI have infinite ammo) I had to create a node that will remove the player inventory, then imidiately give the player new weapons. You don't notice it in-game - it goes so fast. Nor you do notice Marcus was even there. Unless you're on a DinoDell'01 ATM.

Random Partner - Anti-cloning system.
Short answer: Every "Actor Factory" leads to a "Bool" node, which then will leave, see it as this, a sort of cut in the pattern. So, if I say spawned as Dominic, the cut on the Dominic wire has been made, so when the "Get Teammate" event is triggered, Kismet will "Compare", yes, a "Condition" as it is, using the "Compare bool" node. If the "Wire" is cut, then false is the output signal, which returns back to point one, until every 7 possibilities have been made. Then it just insanely loops back to that random switch.

I could go into more details, if you loved what you've seen and see interests in Kisemet, then go check this link out.
Hope you have fun, please give this link to friends/contacts who might find interest in this.

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