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How can I set event after bot/pawn takes damage in UDK? (possibly in Kismet?)

I need to do something similar to this:

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Take a look at the pawn events, specifically the TakeDamage event. These are very similar to the actor events.

So you can extend the pawn and override TakeDamage to do what you want. Also, I believe you can access it through the UI as a pre-compiled event in Kismet.

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it is not working in the UI for paws (dunno why), in UnrealScript, I don't rlly understand all of these parameters there, could you give me very simple example of TakeDamage event function in UnrealScript? – user27676 Mar 21 '13 at 17:16
Afraid I can't write the code for you, I don't have UDK nor have I ever used UnrealScript. You'll want to look for resources for how to override UDK functions, for example this video. Also, have a look at the source code for TakeDamage and you'll see how the parameters are used. – Byte56 Mar 21 '13 at 17:22

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