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    Originally posted by Ali Akbar View Post
    [MENTION=157805]Trandana[/MENTION] I'll work on getting 4.10 for you. It will take a few days for epic to push the changes to marketplace though
    I just finished updating to 4.12 successfully so I should good to go after all! Thank you for the fast responses and support though I look forward to buying your pack!

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      Having some issues with the new build, its placing Doors sometimes 2 or 3 of them overlaid ontop of each other. I have 4 Doors in my Design, all set to 0.25. Is that causing some sort of problem? I have them all consume unchecked.

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        Originally posted by Bioblaze View Post
        Having some issues with the new build, its placing Doors sometimes 2 or 3 of them overlaid ontop of each other. I have 4 Doors in my Design, all set to 0.25. Is that causing some sort of problem? I have them all consume unchecked.
        [MENTION=43786]Bioblaze[/MENTION] If you uncheck it, it will execute all of them and insert it 25% of the time, hence the overlap or no doors

        Try checking "Consume on Attach" on all of them and set the right most node to probably 1, so that it always executes if the first three didn't

        This way, it executes the first node, and if inserted (25% of the time) it will stop the execution. If not, move to the second node. If all 3 were not inserted, we want to make sure the there is atleast one door, hence the last one should be 1 to insert it 100% of the time if the first 3 didnt execute
        Last edited by Ali Akbar; 09-10-2016, 07:32 AM. Reason: Edit: i meant "checking"
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          Originally posted by Ali Akbar View Post
          [MENTION=43786]Bioblaze[/MENTION] If you uncheck it, it will execute all of them and insert it 25% of the time, hence the overlap or no doors

          Try checking "Consume on Attach" on all of them and set the right most node to probably 1, so that it always executes if the first three didn't

          This way, it executes the first node, and if inserted (25% of the time) it will stop the execution. If not, move to the second node. If all 3 were not inserted, we want to make sure the there is atleast one door, hence the last one should be 1 to insert it 100% of the time if the first 3 didnt execute
          Yea i was derping. Had to watch the tutorials again XD and figured that out ^_^
          Is there a way, to get a spawned door pawn, thats in a room? I have Buttons and a Few thiongs I`m trying to Link to the Doors, after their rezed havent gotten the hang of it yet, got any advice?

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            Will be nice connect two separate ground, with diferent height, and conect then with a long stair.
            Attached Files

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              Just an idea...
              Why do we need Snap element to attach specific doors when we have doors blueprint from where you can put an option to choose to what to attach ? That way is easy I think.

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                Also it will be very good if we can design doors as we do with levels and not using a single mesh that we need to scale. Sometimes my doors needs more elements than a single mesh.

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                  Originally posted by DrFrancky View Post
                  Also it will be very good if we can design doors as we do with levels and not using a single mesh that we need to scale. Sometimes my doors needs more elements than a single mesh.
                  Create your Doors in a Actor, and then Spawn the Actor. Thats what i`m doing this way it gives more control over things for you.

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                    Originally posted by Bioblaze View Post
                    Create your Doors in a Actor, and then Spawn the Actor. Thats what i`m doing this way it gives more control over things for you.
                    That's the way to go. You need to choose Blueprint from the drop down and specify the class of your blueprint actor



                    (I'll hide the MeshComponent field if Blueprint Class is selected from the drop down)
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                      Originally posted by Bioblaze View Post
                      Yea i was derping. Had to watch the tutorials again XD and figured that out ^_^
                      Is there a way, to get a spawned door pawn, thats in a room? I have Buttons and a Few thiongs I`m trying to Link to the Doors, after their rezed havent gotten the hang of it yet, got any advice?
                      [MENTION=43786]Bioblaze[/MENTION] If they are close enough (like open / close buttons, lights etc) they can be a part of the door blueprint itself. How far away are these objects?
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                        Is there any way to get the 4.12 builds again? I don't want to upgrade to 4.13 yet, because of another plugin which is not updated to 4.13.

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                          Originally posted by Ali Akbar View Post
                          [MENTION=43786]Bioblaze[/MENTION] If they are close enough (like open / close buttons, lights etc) they can be a part of the door blueprint itself. How far away are these objects?
                          Ok, so I have a Puzzle I would like to Spawn within the Room, and Connect it to the Door, once its Solved. just Change the bool to false for locked, and which allows the Door to open. I have all the coding done for both. But getting them implemented, and still having the "Puzzle" Spawn Randomly XD in the room to associate it with the Door @.@ its Difficult lolz

                          Also, Traps are also Associated with the Puzzle, which are Spawned in the Corridors Leading Off the Room. If you have a good way to communicate so I can Cross-Associate them. I would Die Loving you.
                          Last edited by Bioblaze; 09-11-2016, 07:08 AM. Reason: Missed something.

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                            Originally posted by Bioblaze View Post
                            Ok, so I have a Puzzle I would like to Spawn within the Room, and Connect it to the Door, once its Solved. just Change the bool to false for locked, and which allows the Door to open. I have all the coding done for both. But getting them implemented, and still having the "Puzzle" Spawn Randomly XD in the room to associate it with the Door @.@ its Difficult lolz

                            Also, Traps are also Associated with the Puzzle, which are Spawned in the Corridors Leading Off the Room. If you have a good way to communicate so I can Cross-Associate them. I would Die Loving you.
                            [MENTION=43786]Bioblaze[/MENTION],

                            For communication, I'm thinking of this interface. Will that work for your need?
                            • From blueprint you call a function with the world position (possible of the player or the puzzle item)
                            • DA will find which module you are in, using that position you gave, and give you a list of all the actors instances in that module / room


                            So for e.g. say I want to lock all the doors when the player enters the room, I would call this function that would fetch all the actors and cast to find the doors in them and lock it. Open them back again using the same method after the puzzle items trigger a solve event.

                            I a game like mutant storm empire, you can close / open the doors of the modules after the enemy wave is complete
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                              Originally posted by Ali Akbar View Post
                              [MENTION=43786]Bioblaze[/MENTION],

                              For communication, I'm thinking of this interface. Will that work for your need?
                              • From blueprint you call a function with the world position (possible of the player or the puzzle item)
                              • DA will find which module you are in, using that position you gave, and give you a list of all the actors instances in that module / room


                              So for e.g. say I want to lock all the doors when the player enters the room, I would call this function that would fetch all the actors and cast to find the doors in them and lock it. Open them back again using the same method after the puzzle items trigger a solve event.

                              I a game like mutant storm empire, you can close / open the doors of the modules after the enemy wave is complete
                              kk, i`ll look it over. I`m at TechCrunch Disrupt Hackathon right now.

                              Won't have the Ability to Test this until I`m home. Hackathon ends in a few hours. LoLz around 8 or so hours, 5 until projects are due! I`ll contact ya back soon giving you a yes/no ^_^

                              Also yea, the First Portion you stated is a awesome idea. Would there be a way to get Associated Corridors based off the Doors? Because if that works, you have 3 Doors, A, B, C each having their own associated Corridor. If I was able to pull the cooridor, based off the door, associated too the room. That would make **** so much easier. Really and amazing.
                              Last edited by Bioblaze; 09-11-2016, 07:36 AM. Reason: forgot sumfin

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                                I updated the Snap builder algorithm to be more robust.

                                I've changed the growth to be along a linear path and branch off from the main branch based on a customizable probability and and branch length. It produces better and more reliable results. Loops are not supported yet



                                Red is the main branch. Yellow is the side branch.
                                Current config:
                                Main branch Length - 80
                                Side branch Length - 5
                                Side branch probablity - .5

                                So it creates a path of 80 modules
                                Then branches off from each of the 80 modules 50% of the time creating 5 modules on the side
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