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Open RTS Plugin for Unreal Engine 4

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  • replied
    Following your manual to create units, it seems like the component "RTSAttackable" isn't there anymore.

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  • replied
    I am loving this plugin and I am using it daily.

    Keep up the amazing work!

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  • replied

    Hey everyone,

    great news again - we've just released version 1.2 of the plugin!

    Here's the official release notes again, for convenience:

    New Features
    • Added subgroups for selected actors (e.g. for tabbing through actor types).
    • Added cached lists of actors owned by players.
    • Added quickly selecting the same control group twice to focus the camera on it.
    • Added saving and loading camera locations.
    • Added projectile fire and impact sounds, unit spawn and death sounds, and construction finished sounds.
    • Added server-side visibility states for actors.
    • Added vision height levels and line of sight.
    • Added grid-based building placement.
    • Added more support for gameplay tags, with components that may provide gameplay tags for their owning actor, and a dedicated gameplay debugger category.
    • Added rally points for production actors.
    Improvements
    • Significantly improved vision calculation performance by updating vision for actors that have moved onto new tiles, only.
    Deprecation & Upgrade Notes

    This release includes a major rework of the orders system, to provide for arbitrary custom orders in the future. The following parts of the plugin have changed, requiring you to upgrade your project before the next major release to prevent breaking changes:
    • Add a RTSGameplayTagsComponent to resource sources in your project. The new orders system is deciding which orders are feasible for a specific actor mostly based on gameplay tags. As there's a Gather order as well, that one will require resource sources to provide gameplay tags as well to stay feasible targets.
    • Replace calls to ARTSPawnAIController::HasOrder by HasOrderByClass. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.
    • Replace functions binding to the ARTSPawnAIController::OnOrderChanged event by OnCurrentOrderChanged. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.

    As always, a huge thank you to all contributors!

    Best regards,
    Nick

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  • replied
    Hey everyone,

    we've just released version 1.1 of the plugin!

    Here's the official release notes:

    New Features
    • Added bounties to collect when killing actors.
    • Added return value to BeginConstruction and BeginConstructionByIndex.
    • Added OnConstructionFailed event for builders.
    • Added range indicators, e.g. for building cursors.
    • Added Damage, NoFog and Weak cheats.
    • Added initial health property for construction sites.
    • Added containable component for storing which actor an actor is contained by.
    • Added container type gameplay tags for allowing multiple types of containers.
    • Added actor death types, e.g. for playing death animations before destroying actors.
    • Added health regeneration.
    • Added having damaged damaged units blink on the minimap.
    • Added ballistic trajectories for projectiles.
    • Added area of effect damage.
    • Added random projectile target locations.
    • Added resource display names, icons and colors.
    • Added setters to name, description, and portrait components.
    • Added selection priorities.
    • Added hover events for selectable actors.
    • Added hiding actors covered by fog of war.
    Improvements
    • Significantly improved network performance by entirely simulating projectiles on client side.
    Bug Fixes
    • Correctly initializing current actor health from maximum health.
    • Passing owning player as instigator for attacks, instead of the attacking pawn.
    • Using correct attack index when attacking as actor with multiple attacks.
    • Unloading all actors from killed containers.
    • Killing the constructed actor instead of destroying it when canceling a construction, if possible (allowing it to show destruction effects).
    • Correctly removing selection decals when selected actors are destroyed.
    • Correctly raising OnHealthChanged events on clients.
    • Preventing crash when calling IsSameTeamAsController without valid controller.
    • No longer showing hidden actors on minimap.
    As always, a huge thank you to all contributors!

    Best regards,
    Nick

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  • replied
    Originally posted by npruehs View Post
    Hey everyone,

    I'm proud to announce the official release of version 1.0 of the plugin!

    Changes include:
    • better support for pre-placed actors (e.g. for building campaigns)
    • basic support for AI players
    • support for blueprint-only projects
    • automated tests for improved stability
    • greatly improved documentation
    • cleaned the issue tracker of open issues and questions
    There's still so much more stuff to come, but I'm confident I can add those things without breaking anything too much.

    So, in case you've been hesitant to take a look at this - now's the time!

    Have fun and thanks for all of your support over the past couple of years!
    Downloading now. Thank you

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  • replied
    This looks great! Thank you for sharing

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  • replied
    Hey everyone,

    I'm proud to announce the official release of version 1.0 of the plugin!

    Changes include:
    • better support for pre-placed actors (e.g. for building campaigns)
    • basic support for AI players
    • support for blueprint-only projects
    • automated tests for improved stability
    • greatly improved documentation
    • cleaned the issue tracker of open issues and questions
    There's still so much more stuff to come, but I'm confident I can add those things without breaking anything too much.

    So, in case you've been hesitant to take a look at this - now's the time!

    Have fun and thanks for all of your support over the past couple of years!

    Leave a comment:


  • replied
    Originally posted by Odin_Ivan View Post
    Multiplayer does not work, no way
    Originally posted by AlphaWolF View Post
    I just came across this and have been trying to build it , But Im getting these errors
    Whenever you experience any kind of these issues, please open an issue at GitHub - there's a good chance we might be able to help you

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  • replied
    I just came across this and have been trying to build it , But Im getting these errors
    Attached Files

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  • replied
    Originally posted by lighteagle8 View Post
    Can anyone help me try to install the plugin to my editor? I’m having issues and have never added one before. So may need a step by step guide lmfao.
    also does this plugin help with pathfinding AI by chance?
    On the Github site is a small instruction on how to install the plugin, literally just follow the steps. You will need Visual Studio, so this may also help... https://www.youtube.com/watch?v=IPDQ3pfgvcQ

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  • replied
    Multiplayer does not work, no way

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  • replied
    Can anyone help me try to install the plugin to my editor? I’m having issues and have never added one before. So may need a step by step guide lmfao.
    also does this plugin help with pathfinding AI by chance?

    Leave a comment:


  • replied
    New attack has been added. How to make medical units? And the damage of the selected unit under the cursor
    Last edited by Odin_Ivan; 05-21-2019, 04:18 AM.

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  • replied
    Will 4.22 be also supported ?

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  • replied
    This is amazing! Great job!

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