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    [PLUGIN] Open RTS Plugin for Unreal Engine 4

    Hey everyone,

    it's Nick, one of the original creators of Hostile Worlds for Unreal Engine 3. I'm currently working on an

    Open-Source Real-Time Strategy Plugin for Unreal Engine 4

    I'm aware that there already are a handful of RTS plugins for Unreal, but I really love the spirit of Unreal 4 moving to open-source, and I'd love to give something back.

    Many basic features are already in place, including
    • Camera Movement & Bounds
    • Initial Unit Placement
    • Single Unit Selection
    • Movement Orders
    • Stop Orders
    • Attack Orders
    • Health, Damage (and Healing), Cooldown, Range
    • Victory Conditions


    All of this is already completely working in multiplayer as well, and has been fully exposed to scripting, enabling you to update UI and play animations and sounds.

    As I'm moving on to more advanced stuff, such as units automatically returning fire using an acquisition radius, minimap or fog of war, I thought now might the right time for sharing everything.

    I'm going to add it to the Unreal Marketplace for free soon (tm).

    As always, any feedback is highly appreciated

    #2
    This is a pleasant surprise for me to wake up to.

    Thank you so much for making your plugin open source.

    Comment


      #3
      This is really cool thanks for sharing your work, it was always one of our plans to make a RTS game after modding one for years we have a lot of content to do so.

      Do you plan on adding a zoom function for the mouse wheel?
      Last edited by OverRated_AU; 06-25-2017, 01:13 PM.

      Comment


        #4
        Thanks for the warm words! This will definitely keep me going

        Sure, zoom function for the mouse wheel shouldn't be too hard. Added it to the feature list! Which RTS game have you been modding?

        Comment


          #5
          Hey Nick,

          I am commenting on several features and making a few feature requests.

          I hope that this is ok.

          - HeadClot

          Comment


            #6
            This would be awesome. I'd be keen to see some of the heavier features getting emphasis over the easier ones - as an example, I'd like to see unit 'squad' handling, as well as a decent solution for handling large numbers of pathfinding pawns.

            I have no time to commit to such a project, but feel free to pick my brains about implementation of stuff here and there.

            Comment


              #7
              Originally posted by HeadClot View Post
              I am commenting on several features and making a few feature requests.
              I hope that this is ok.
              Sure, go ahead!

              Originally posted by ambershee View Post
              I'd like to see unit 'squad' handling, as well as a decent solution for handling large numbers of pathfinding pawns.
              I have no time to commit to such a project, but feel free to pick my brains about implementation of stuff here and there.
              Thanks, will do

              Comment


                #8
                Originally posted by npruehs View Post
                Thanks for the warm words! This will definitely keep me going

                Sure, zoom function for the mouse wheel shouldn't be too hard. Added it to the feature list! Which RTS game have you been modding?
                Thanks, we mod a game called Supreme Commander 2 we have been modding it since it got released you can find the mod here , its a large scale RTS so if we were to bring it over to UE4 the unit cap would have to be reduced a lot, seeing UE4 doesn't support Lockstep Networking, but one thing the Supreme Commander games always had was strategic zoom were you could pretty much zoom out a view the complete map, anyways keep up the good work this looks promising.

                Comment


                  #9
                  Originally posted by OverRated_AU View Post
                  UE4 doesn't support Lockstep Networking
                  You can however, implement it yourself, either at the engine level or built into your gameplay network code.

                  Comment


                    #10
                    Originally posted by ambershee View Post
                    You can however, implement it yourself, either at the engine level or built into your gameplay network code.
                    You could but that a bit out side of my knowledge at this point in time lol.

                    Comment


                      #11
                      don't make a game that allows too many units, then the client-server approach can work. or draw an optic cable to your friends to play with

                      btw I have recently updated my C++ RTS camera mini tutorial with various move/rotate/zoom and ground level following functionalities. use it if you need
                      Edge of Chaos RTS
                      "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                      RTS Camera C++ Tutorial

                      Comment


                        #12
                        Originally posted by ambershee View Post
                        I'd like to see unit 'squad' handling.
                        Opened issue #40 Squad Handling!

                        Originally posted by OverRated_AU View Post
                        Thanks, we mod a game called Supreme Commander 2 we have been modding it since it got released you can find the mod here.
                        Okay wow To be completely honest, while I spent decades in Blizzard RTS games, I haven't played Supreme Commander. But "Complete Overhaul / Total Conversion Mod" sounds like a lot of work. And the result looks amazing - I can imagine that the pure number of units is a real USP of the game.

                        Originally posted by sivan View Post
                        the client-server approach can work.
                        I'm sure it can. We'll see how far we can go with clever replication first Would be really nice not to have to re-write the whole networking layer (and everything above).

                        Originally posted by sivan View Post
                        btw I have recently updated my C++ RTS camera mini tutorial with various move/rotate/zoom and ground level following functionalities. use it if you need
                        Thanks, sounds like it could come in handy! Added a comment to issue #37 Zoom Camera.

                        Also, I've added projectiles and closed issue #25 Fire Projectile. I think that pooling is a whole different task (which can be a lot of work), and heavily depends on how re-usable projectiles are in your specific game (e.g. just change static mesh? or attach multiple particle effects?). I've added #41 Projectile Pooling for this.

                        Comment


                          #13
                          Originally posted by npruehs View Post
                          Opened issue #40 Squad Handling!
                          Cheers!

                          Originally posted by npruehs View Post
                          I haven't played Supreme Commander... - I can imagine that the pure number of units is a real USP of the game.
                          To be honest, SupCom 2 is a lot like Command and Conquer and not so much like it's predecessor (which had a far greater scale), which was a shame. Perfectly playable game, just not the sequel many were hoping for.

                          Comment


                            #14
                            Originally posted by npruehs View Post
                            Opened issue #40 Squad Handling!

                            Okay wow To be completely honest, while I spent decades in Blizzard RTS games, I haven't played Supreme Commander. But "Complete Overhaul / Total Conversion Mod" sounds like a lot of work. And the result looks amazing - I can imagine that the pure number of units is a real USP of the game.
                            Yeah 2000 units per player on a engine that was mainly single core lol but it still handled it really well without any sync issues, the 1st game was pretty big in the modding scene it had inbuilt mod and map support, and its still played today even know its was made back in 2007.


                            When testing the plugin out i found that ordering the demo unit/dummy around it would kill the move order rather than replacing the order, creating the unit to stop and start moving you should be able to fix that pretty simple just thought i would point it out.

                            Originally posted by ambershee View Post
                            Cheers!



                            To be honest, SupCom 2 is a lot like Command and Conquer and not so much like it's predecessor (which had a far greater scale), which was a shame. Perfectly playable game, just not the sequel many were hoping for.
                            Yeah thats because it was made around the XBox 360, but thats what our mods focus on was bring SupCom 2 back to its original roots and most people would say we did do that, a fan of the mod made this trailer for the mod feel free to watch it, the game was very limited when it come down to modding mainly because the game was rushed and never finished by GPGs.
                            Last edited by OverRated_AU; 06-29-2017, 03:08 AM.

                            Comment


                              #15
                              I remember seeing about Hostile Worlds back in the UDK forums. when you guys released the source for Hostile Worlds I was positively surprised
                              nice to see you around here, and with even more awesome stuff

                              I'll be keeping an eye on this

                              if possible I'd suggest Resource Gathering and Base Building as feature requests
                              Follow me on Twitter!
                              Developer of Elium - Prison Escape
                              Local Image-Based Lighting for UE4

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