This open-air combat arena was designed to give players progressive combat challenge. The second wave of this fight consists of a group of snipers that spawn in either when the Tank gets destroyed or when all its support soldiers get destroyed, whichever happens first.
This kismet example controls the vignette of an AI tossing a flash bang grenade at the player’s feet which occurs when you open the door to the back room of the Bridge Station. A shotgunner AI is spawned in, then I’m using matinee to play a grenade toss animation on him and manually move a flash bang grenade model into place. Finally, an animation is played on a proxy mesh inside matinee which spawns a live flash bang grenade to replace the fake flash bang grenade model.
Here is the simple kismet setup that controls the roller mines that are spawned out of the pipes on the edges of the drive-able space. Each strand of kismet is a simple loop that spawns mines in carefully tuned intervals so as to provide a reasonable challenge while giving the player an opportunity to swerve and avoid the mines.
As the player drives across the bridge, Omega Supreme lands on the bridge and begins pelting the player with rocket barrages. When the player approaches Omega, he is scripted to play a melee attack.