Mole Mini-Game Kismet Details
Starting up the mini-game

The player starts the mini-game by using the UDK's 'touch' function on a static mesh. The sequence will set up booleans for 'moleswitch' (tells the game whether the mini-game is on/off to make sure it doesn't run twice), 'molesolved (sets up a check if the game has already been solved or not), 'turnon' (controls the random spawns of the 'moles').
Creating the buttons

Each square has a sequence that creates a button for it using UDK's 'Add Input Zone' sequence action. Normal squares are labeled with the variable 'h#'.
*The booleans were created while trying to set up a hit detection system, but is unused with what I ended up making.
*The booleans were created while trying to set up a hit detection system, but is unused with what I ended up making.
Starting up the random spawns

This sequence continued by the mini-game startup sequence from the 'startminigame' remote sequence. It uses 2 float variables to control the intervals at which the moles will appear and for how long. This sequence goes through a looping random switch sequence that will change the squares, and will continue to loop until 'turnon' is false.
The swap system

The beginning of the swap will delete the previous button and create a new button with a new color, and wait depending on the float variable before swapping the buttons back. It will also go through a boolean check for 'turnon' to see if it can continue the game.
When a swap occurs, h#'s are converted to m#'s (moles).
When a swap occurs, h#'s are converted to m#'s (moles).
The hit system

The hits are triggered when the specific 'm#'s' (moles) are 'touched' by the player. It will trigger a remote sequence that will do the sequencing and counting for moles hit.
The hit counter system

When a hit is triggered, the sequence will go through a list of switches in order, creating a text that tells the players how many moles they have hit so far.
After 5 hit triggers, a matinee will play and open the gate, and trigger a remote sequence that will turn off all switches, texts, and reward the player with a key using a simple boolean switch.
After 5 hit triggers, a matinee will play and open the gate, and trigger a remote sequence that will turn off all switches, texts, and reward the player with a key using a simple boolean switch.
The exit system

If the player pushes the exit button or completes the mini-game, this sequence will trigger. It will change the boolean 'turnon' to false, preventing the game to continue, and set 'moleswitch' back to true so that the player may start up the game again. It will also turn off all buttons and texts.