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Thread: FPS Tower Defense Toolkit

  1. #41
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    Quote Originally Posted by CriErr View Post
    Hey guys,
    Do you find documentation for this product useful, what you would like to be added for it? I just check other people documentations to get an idea how should i build mine.
    Thanks.
    As a matter of fact, I would like to know about that as well. Haven't received any feedback regarding that matter yet.
    Last edited by Stormrage256; 10-23-2015 at 02:49 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  2. #42
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    Infiltrator
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    I've e-mailed Unreal 4's billing team for a refund, really lazy on whoever's part for not checking if the assets are compatible as advertised which has been a problem for me in the past with graphical assets I bought from other artists on the UE4 marketplace.

    I've been using up a lot of time updating my game to different engine versions and sticking with 4.8 until I can start on a new project. One of the worst things about UE4 is asset compatibility and packaging a project that somehow fails time and time again because of an asset that wasn't properly compatible.

  3. #43
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    Quote Originally Posted by killian22 View Post
    I've e-mailed Unreal 4's billing team for a refund, really lazy on whoever's part for not checking if the assets are compatible as advertised which has been a problem for me in the past with graphical assets I bought from other artists on the UE4 marketplace.

    I've been using up a lot of time updating my game to different engine versions and sticking with 4.8 until I can start on a new project. One of the worst things about UE4 is asset compatibility and packaging a project that somehow fails time and time again because of an asset that wasn't properly compatible.
    Thanks for the feedback killian22. I'm trying to get this issue fixed with the Marketplace team.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  4. #44
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    Fixed the forward compatibility issue mentioned by killian22. Now both v4.8 as well as v4.9 project files can be downloaded and used separately from the Marketplace. Ofcourse the 4.8 version of the toolkit will only contain the features added up to the first update. The 4.9 version contains all the features that have been added in all the 3 updates.

    Apart from that, I've started working on the 4th update. This update will add new and different types of wave generators as well as improvements for the existing wave handling system in the toolkit.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  5. #45
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    Update 4 (v1.4) [Compatible with v4.9 & v4.10 of Unreal Engine] now available on the Marketplace. This is the biggest update so far and includes many new features as well as code optimizations and bug fixes. Here are the major list of changes:

    - The Wave Handler now supports up to three different types of wave generation systems: a Unit Based generator that provides complete control over the waves by specifying the wave data on a unit-by-unit basis; a Group Based generator that facilitates grouping of AI bots to enable more automated design; and a Threat Based generator that can pick and spawn from a specified set of enemy types based on the Threat level for the corresponding wave.

    All three types of wave generators now support multiple repeating wave cycles that increase the strength of AI bots with each new cycle. Endless wave mode supported as well.

    - The threat detection for AI bots have been completely revamped with an improved and more accurate system.

    - The Detour Crowd based collision avoidance system has been discarded in favor of a new system which focuses on randomizing the approach vector of AI bots from spawn points to the Core. Inter AI collision was removed as the Detour crowds could not handle the increased amount of AI traffic, owing to the new wave generator systems.

    - The Enemy Spawn Points are now equipped with spawning volumes to generate randomized spawning locations within the volume. Supports both runtime generation as well as pregenerated spawn locations.

    - Added a new Core regeneration mechanic so that the player can heal the Core between waves using tower points.

    - The Widgets have all been optimized to run completely on event driven updates instead of relying on the previous implementation of continuous binding functions.

    - The Wave Handler now supports Timed Waves that work in conjunction with the default system of manual activation of waves by the player.

    - Other changes include v4.10 support, general code optimizations and bug fixes.

    Preview Video:



    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Documentation for the changes at: https://forums.unrealengine.com/show...l=1#post349197
    Last edited by Stormrage256; 12-08-2015 at 08:26 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  6. #46
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    Any news on when v4 will go live on the marketplace?

  7. #47
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    Quote Originally Posted by MiniDigger View Post
    Any news on when v4 will go live on the marketplace?
    Hey MiniDigger, nice to see you here. v4 just went live on the Marketplace. Both 4.9 and 4.10 versions contain all the new updates mentioned above.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  8. #48
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    Two questions.

    1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
    2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

    Thanks very much for making this and providing it on the marketplace.

  9. #49
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    Quote Originally Posted by SlightlyLive View Post
    Two questions.

    1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
    2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

    Thanks very much for making this and providing it on the marketplace.
    Hi SlightlyLive, yes you can make the grid sizes smaller. When you open up the toolkit, you may notice that there is an actor in the level named 'BP_GridManager'. I've exposed the 'GridCellSize' variable in that class so that users could change the grid size for all Grid generators from one place, instead of having to go to each Grid Generator. So basically you change the 'GridCellSize' variable and then move the Grid Generators in the level or recompile the BP_PlanarGridGenerator class so that their construction script gets executed again with the new parameters. You can check out the screenshots below to see the process.

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    Now that should take care of the Grid Sizes. But your Towers would still retain the size relative to your old Grid Size as they are not dependent on the Grid Size. You would probably be using your own tower meshes, but for prototyping, you could just go to the tower meshes in the 'Meshes' folder and then open up the towers and change their build size according to your requirements.

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    As for your second question, I'll make something that describes the process of creating and customizing your own waves. But if you have any doubts in particular about the wave system, I could help with that right away.
    Last edited by Stormrage256; 09-29-2016 at 01:21 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  10. #50
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    Quote Originally Posted by SlightlyLive View Post
    Two questions.

    1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
    2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

    Thanks very much for making this and providing it on the marketplace.
    I've written a brief description of the wave spawning system in the toolkit. You can check it out here in an earlier post in this thread: https://forums.unrealengine.com/show...l=1#post349206

    My video creation skills are pretty bad, so I usually go ahead with doing a write up about the topics. But if the information mentioned above doesn't clear your questions, then please let me know. I could also create demo videos to showcase the process. Meanwhile, I hope that you will find this helpful. Let me know if you have any doubts or suggestions regarding the same.
    Last edited by Stormrage256; 02-06-2016 at 11:37 PM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  11. #51
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    Thank you all very much for the in-depth responses. I'll pour over what is here as soon as I can, and I really appreciate the help.

  12. #52
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    I have a few more questions. I'm really enjoying digging into this project. So,

    1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
    2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
    3) Is it possible to have tower placement not snap to the grid?

    Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
    Last edited by SlightlyLive; 12-22-2015 at 08:38 AM.

  13. #53
    0
    Quote Originally Posted by SlightlyLive View Post
    I have a few more questions. I'm really enjoying digging into this project. So,

    1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
    2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
    3) Is it possible to have tower placement not snap to the grid?

    Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
    Hey SlightlyLive, glad to hear that you're enjoying working on the toolkit. I'll need some time to think over what's the best way to implement the 1st & 3rd questions. So before that I'll just start ahead with the 2nd one.

    2. The toolkit doesn't have that functionality by default. I had thought about adding that as a functionality, but then realized that it would make the tower spawn handler really bloated. However that being said, there is a relatively easy way to implement what you're asking. As you might have already noticed, there is a 'BP_TrapActual' class to add traps, which are directly added on the floor. You could use the trap spawning functionality ['SpawnTrapHolographic' & 'SpawnTrapActual' functions in the Tower Spawn Handler class] to place Attack Towers instead of Traps.

    The fastest way to make a working prototype using this method is to set the 'BP_TowerHoloClassRef' & 'BP_TowerActualClassRef' to some Attack tower class when you input '6' to select traps. You can do it as shown below from the 'BP_FPSTDCharacter' blueprint.

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    For example, I set both the Tower Holo & Tower Actual classes to 'BP_LaserTowerHolo' & 'BP_LaserTowerActual' respectively, when I select the Trap. So instead of placing traps, it places Laser Towers on the floor.

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    That should take care of the Tower spawning system. Next, in order to set the Tower cost right, set the Tower cost to Laser Tower Cost & Tower Type to Laser Tower, in the first screenshot, just prior to setting the holo and actual class variables. Now, all that should be left is to take care of destroying the tower. So inside the 'DestroyActualTower' function in Tower Spawn Handler class, where it handles the Attack Tower blueprints, change the 'Cast to BP_TowerBaseActual' to 'BP_AttackTowerActualParent', and that should do the trick. You can replicate the same process for all other Towers as well, by redirecting all the 'SwitchOnTowerType' to the Spawn Trap logic.

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    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  14. #54
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    Quote Originally Posted by SlightlyLive View Post
    I have a few more questions. I'm really enjoying digging into this project. So,

    1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
    2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
    3) Is it possible to have tower placement not snap to the grid?

    Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
    Regarding your third question, it might be possible to do what you're asking with Collision overlaps. The reason why I'm using grid is to avoid doing that check and instead rely on stored data to determine whether a tower already occupies the place where you're trying to spawn a new tower. If you want to do it without grid, you could change the collision response Holo Tower meshes to have them overlap with Attack towers and other solid objects in the level.

    Now, when you look around the level, the Holo tower will begin and end overlap with objects that are on it's way. Using this knowledge, you can allow the user to spawn a new tower if the holo tower is not overlapping with anything. On the other hand, if it's overlapping with something, you do not allow the player to spawn a new tower.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  15. #55
    0
    Quote Originally Posted by SlightlyLive View Post
    I have a few more questions. I'm really enjoying digging into this project. So,

    1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
    2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
    3) Is it possible to have tower placement not snap to the grid?

    Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
    Alright, now on to your first question. First of all, you would have to add a Health attribute in the Tower Actual parent class. Then add an 'EventAnyDamage' to register damage and thus ultimately destroy tower if it's health goes down to zero. You probably wouldn't have to do make any changes to navigation as such, but the AI threat detection and response behavior would have to be altered. I have a couple of ideas on how to implement that:

    1. You could use the existing threat detection system, built around the 'VisionCheck' function in the ranged & melee AI Bots. By default this function keeps checking if the player is within it's range using a mix of distance, angular & line trace based checks. If you want to add towers to the list of potential targets, then at level start, get all towers in the level and add it into an array that can be accessed by your AI Bots at runtime. Keep updating this array everytime the player adds a new tower or when an existing tower is destroyed. Now that we have the towers, you could loop through the array and do vision checks to all these towers along with the one you do to detect the player. As soon as a bot detects a tower or player, stop it's movement and vision check, and have it start attacking the target. As soon as the target is destroyed, it can continue on it's path.

    2. You could use the AI Perception component built into the blueprints. Add the player character and all towers as AI Perception Stimuli Source. This will mean that the bots will use their AI perception to listen to the stimuli sources and detect them automatically when they're within the specified sight range. Once the bot detects something, use the same logic as mentioned above in the first point.

    I hope that covers all your questions. Let me know if you have any doubts anywhere.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  16. #56
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    Are there any known errors with the HUD? It isn't working for me (4.9.2), the health and enemy health bar are just emtpy grey boxes and the wave number and ammo counter and r to reload don't show up at all

  17. #57
    0
    Quote Originally Posted by tamaster92 View Post
    Are there any known errors with the HUD? It isn't working for me (4.9.2), the health and enemy health bar are just emtpy grey boxes and the wave number and ammo counter and r to reload don't show up at all
    There is one known HUD issue in v4.9 which completely hides the Tower Build HUD, when you untick 'TimedWaveStarts?' from the Wave Handler. This can be fixed by making the missing connection in the Tower Build HUD as shown:

    [Image moved to attachment view]

    This fix will be included in the next update, which will be submitted within a week. But from what you've said, the bug you encountered might be different from this. Could you please try this out and let me know if it makes any difference?
    Attached Images Attached Images  
    Last edited by Stormrage256; 09-29-2016 at 01:25 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  18. #58
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    See above - the HUD is cut out and not showing correctly at all, even after that fix

  19. #59
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    Quote Originally Posted by tamaster92 View Post

    See above - the HUD is cut out and not showing correctly at all, even after that fix
    Alright, thanks for posting the images. May I know the screen resolution that you're using so that I can test it out. I think that the widget might be getting compressed so that only part of it becomes visible.
    Last edited by Stormrage256; 09-29-2016 at 01:22 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  20. #60
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    I am running my screen at 1080p, and UE4 is in windowed mode

    Would you suggest trying to run the game fullscreen?

  21. #61
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    Quote Originally Posted by tamaster92 View Post
    I am running my screen at 1080p, and UE4 is in windowed mode

    Would you suggest trying to run the game fullscreen?
    You could either try out fullscreen in standalone. Or you could just check if the resolution used for 'Play in New Window' under the 'Play' section in Editor Preferences is something different from 16:9. Also in either case, could you verify if the Tower Bases/Tower points value are changing when you spawn towers in the level?
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  22. #62
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    Quote Originally Posted by Stormrage256 View Post
    You could either try out fullscreen in standalone. Or you could just check if the resolution used for 'Play in New Window' under the 'Play' section in Editor Preferences is something different from 16:9. Also in either case, could you verify if the Tower Bases/Tower points value are changing when you spawn towers in the level?
    playing in new editor window makes it work perfectly thanks, its just the pie window that is there automatically where it's messed up

  23. #63
    0
    Quote Originally Posted by tamaster92 View Post
    playing in new editor window makes it work perfectly thanks, its just the pie window that is there automatically where it's messed up
    Awesome Then it's probably an issue with the widget handling some odd aspect ratio incorrectly. Thanks for letting me know anyway. I'll just double check on the common resolutions before submitting the next update.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  24. #64
    0
    Update 5 (v1.5) [Compatible with v4.9 & v4.10 of Unreal Engine] project files now available on the Unreal Engine Marketplace. This update focuses primarily on optimization of Tower AI & simplification of the Tower Spawning system. Listed below is a brief overview of the code changes included in this update:

    - The threat detection & handling logic for Shockwave Tower, Laser Tower, Sniper Tower, Machine Gun Tower & Trap classes have been optimized with a new & simplified workflow.

    - The Game Director class & it's dependents, including the Behavior Tree have been completely phased out. The Tower Spawn Handler class now handles dynamic nav path validation when spawning Tower Bases. The nav path spline creation/updates logic have been moved to the Enemy Spawn Point class, while the Player Respawn logic now resides in the Game Mode class.

    - The Tower Spawn Handler code has been modified to always retrieve grid data directly from the Grid Arrays instead of occasionally using the data from Tower actors, in order to maintain consistency.

    - Changes to the grid data will be made directly to the Grid Arrays in the Game State class, instead of updating the temporary Grid Arrays within Tower Spawn Handler.

    - The collision responses for both Holographic & Actual Towers have been updated to focus only on the absolutely necessary parameters.

    - Local variables replace Global variables within functions & construction scripts of Towers & Tower Spawn Handler.

    - Added fix to a v1.4 bug responsible for hiding Tower Build HUD when Timed Waves were deactivated.

    - Replaced a potentially expensive operation from Wave Handler with more optimized workflow.

    - Replaced unnecessary casting operations with equivalent object references passed in as input parameters during class initialization events.

    - Improvements to visual design of Tower Spawn/Range Display.

    - Grid Data Structs updated to increase readability.

    - Minor code simplification for Player Character class.

    That covers all the changes to be introduced in v1.5. This update along with the previous update cover most of the pressing issues regarding code optimization & bug fixes. Starting with the next update, the FPS Tower Defense Toolkit will be receiving additional features again.

    [All relevant code changes within blueprints have been marked with the bool variable 'Version1.5' as well as comments designated with the prefix 'Version 1.5']

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Documentation plus changes to be made in the Content Browser: https://forums.unrealengine.com/show...l=1#post349197
    Last edited by Stormrage256; 02-25-2016 at 02:26 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  25. #65
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    Hey Stormrage256, Excellent looking kit & excellent customer communication. Always appreciate seeing a dev that's willing to assist with a package after purchase. I'm currently working on a VR tower defense type game in Unity, but am thinking about switching over to UE4 after seeing this kit. I have a few questions before making the switch
    1) Do you use pooling for enemies, turrets, ect...? Basically, is everything pretty well optimized even for use on mobile?
    2) I'm currently using your common tower with hub rotation on Y axis and Weapon rotation on X/Z axis. Is this something that is included in your tower scripts or something you could easily implement?
    3) Referencing question 2, I see that you can place the build grids at any rotation (AWESOME). This is something that would greatly affect the towers rotation based on the common towers I explained. For example: I place a tower with common script on a plane with an angle greater than 0, now it's all screwed up. Is this something that would be easy to implement?
    4) Is everything based on ray casting from a certain transform from the main camera, towers, enemies, etc? (Maybe there is be public drop down for adding multiple fire points?) This would be great if I'm going to be using the kit for for my game. For VR there is usually a ray cast from the main camera used for looking at and selecting objects, UI, etc..

    For reference, you can check the current Unity asset I'm using: https://www.assetstore.unity3d.com/en/#!/content/1024

    I think that about covers it. Thanks for creating this and I look forward to hearing back

  26. #66
    0
    Quote Originally Posted by ROMAD View Post
    Hey Stormrage256, Excellent looking kit & excellent customer communication. Always appreciate seeing a dev that's willing to assist with a package after purchase. I'm currently working on a VR tower defense type game in Unity, but am thinking about switching over to UE4 after seeing this kit. I have a few questions before making the switch
    1) Do you use pooling for enemies, turrets, ect...? Basically, is everything pretty well optimized even for use on mobile?
    2) I'm currently using your common tower with hub rotation on Y axis and Weapon rotation on X/Z axis. Is this something that is included in your tower scripts or something you could easily implement?
    3) Referencing question 2, I see that you can place the build grids at any rotation (AWESOME). This is something that would greatly affect the towers rotation based on the common towers I explained. For example: I place a tower with common script on a plane with an angle greater than 0, now it's all screwed up. Is this something that would be easy to implement?
    4) Is everything based on ray casting from a certain transform from the main camera, towers, enemies, etc? (Maybe there is be public drop down for adding multiple fire points?) This would be great if I'm going to be using the kit for for my game. For VR there is usually a ray cast from the main camera used for looking at and selecting objects, UI, etc..

    For reference, you can check the current Unity asset I'm using: https://www.assetstore.unity3d.com/en/#!/content/1024

    I think that about covers it. Thanks for creating this and I look forward to hearing back
    Hi ROMAD, thanks for your feedback. I have checked out the videos for the aforementioned toolkit as well, & it's been an inspiration for me to keep working on new updates. I do not have plans for adding custom pathing, but I would definitely love to look into other features like perk system, global abilities, etc.

    1. It does not use any sort of object pooling at the moment & hasn't been optimized to be used on mobiles. Part of the reason is that I did not anticipate anyone coming up with the idea to use it on mobiles, since without VR, FPS games don't typically work that well on mobiles. But now that you've mentioned it, I'll keep that in mind when working on the future updates. I cannot promise it without creating a working prototype first, but I'll let you know if it's making it into the toolkit soon.

    2. By common tower, are you referring to the Attack Tower parent class? If so, it does not directly have any inbuilt function to turn around since not all the turrets require this effect. Examples include aoe towers like shockwave and boost. However, if you check out the Sniper Tower, you'll notice that it's turret while attached to the tower at one end, is free to move in any direction. You can find this feature in the 'Turn to Acquire Target' function. Now since what you want is slightly different as you need the tower itself to rotate while limiting the degrees of freedom of the turret, it will require some minor changes. You can copy & implement the logic from screenshot below to achieve the required result at your end. If it feels satisfactory, you could just copy the function & function call logic to the tower parent itself.

    [See attached Image]

    Since the machine gun & sniper tower both have somewhat similar turret rotation, it's kind of redundant. So I'll replace the sniper tower turret rotation with the logic that you suggested so that it's available out of the box. It should make it into the 6th update.

    3. I will test out the above sniper tower code on an inclined plane and let you know if it needs any changes.

    4. Yes the tower placement, grid detection, target health display on HUD, firing projectiles, etc are all based on ray casting from the main player camera. So if the camera is pointed directly at an enemy unit, the HUD displays its health. Similarly point it a grid generator and you get a holographic tower displayed at the focused grid cell, etc. I'm not sure if I understood what you meant by multiple fire points. Could you elaborate on that?
    Attached Images Attached Images  
    Last edited by Stormrage256; 09-29-2016 at 01:23 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  27. #67
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    Quote Originally Posted by ROMAD View Post
    Hey Stormrage256, Excellent looking kit & excellent customer communication. Always appreciate seeing a dev that's willing to assist with a package after purchase. I'm currently working on a VR tower defense type game in Unity, but am thinking about switching over to UE4 after seeing this kit. I have a few questions before making the switch
    1) Do you use pooling for enemies, turrets, ect...? Basically, is everything pretty well optimized even for use on mobile?
    2) I'm currently using your common tower with hub rotation on Y axis and Weapon rotation on X/Z axis. Is this something that is included in your tower scripts or something you could easily implement?
    3) Referencing question 2, I see that you can place the build grids at any rotation (AWESOME). This is something that would greatly affect the towers rotation based on the common towers I explained. For example: I place a tower with common script on a plane with an angle greater than 0, now it's all screwed up. Is this something that would be easy to implement?
    4) Is everything based on ray casting from a certain transform from the main camera, towers, enemies, etc? (Maybe there is be public drop down for adding multiple fire points?) This would be great if I'm going to be using the kit for for my game. For VR there is usually a ray cast from the main camera used for looking at and selecting objects, UI, etc..

    For reference, you can check the current Unity asset I'm using: https://www.assetstore.unity3d.com/en/#!/content/1024

    I think that about covers it. Thanks for creating this and I look forward to hearing back
    As for your third question, the default behavior for placement of towers on inclined grid generators is as depicted:

    [Moved to attachment view]

    As you can see, the towers/tower bases themselves are not rotated to match the rotation of the underlying grid generator, except in the xy plane. This makes sure that the towers are always in an upright position similar to what you would see in a game like Sanctum 2.

    If what you intend to implement is about having the towers rotating with complete 360 degrees freedom, changing the spawning code to set the correct alignment is easy.

    [Moved to attachment view]

    However adjusting the tower plus turret rotation based on this & enemy AI location would require some more complex vector math.
    Attached Images Attached Images   
    Last edited by Stormrage256; 09-29-2016 at 01:23 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  28. #68
    0
    Update 5 just went live on the marketplace. For more details, check out: https://forums.unrealengine.com/show...l=1#post445592
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  29. #69
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    FPS Tower Defense Toolkit: How to change tower meshes during tower upgrades

    The most straight forward way to change the tower mesh would be to just access the Tower actor & replace it's mesh when upgrading the tower stats. This can be done by extending the 'UpgradeTower' interface function implementation in the 'BP_AttackTowerActual' blueprint with the code to replace the static mesh used for the tower. Here's a sample screenshot depicting the required modifications:

    Name:  TUp.png
Views: 45
Size:  298.4 KB

    As for making animations for the same, I'm not very good with animations, but the above logic can be extended to call a new function that animates the tower. It might also require changing the base Tower mesh from a static mesh to a skeletal mesh. This way, it should be possible to have a tower raise it's turrets or light up and do other sorts of cool stuff when they're upgraded.
    Last edited by Stormrage256; 12-28-2016 at 06:39 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  30. #70
    0
    I've added a FAQ section at the end of the first post of the thread, based on the questions that I usually get from people. I hope to keep it updated regularly with new & relevant information. Here's the quicklink: https://forums.unrealengine.com/show...l=1#post349194
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  31. #71
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    Wow, you've been busy, thanks for the lengthy reply. Everything looks/sounds great, should be switching over soon. "Multiple fire points" meaning the current tower is using multiple cannons and will be firing from multiple barrel ends. I'm used to, in Unity, being able to add the tower, select how many fire points, their transform (end of each barrel) and enter attributes, etc... I'm sure it's easy enough in UE4. Look forward to seeing this mature, keep up the great work.

  32. #72
    0
    Quote Originally Posted by ROMAD View Post
    Wow, you've been busy, thanks for the lengthy reply. Everything looks/sounds great, should be switching over soon. "Multiple fire points" meaning the current tower is using multiple cannons and will be firing from multiple barrel ends. I'm used to, in Unity, being able to add the tower, select how many fire points, their transform (end of each barrel) and enter attributes, etc... I'm sure it's easy enough in UE4. Look forward to seeing this mature, keep up the great work.
    Cool, that shouldn't be hard to implement. Let's just take the example of Machine Gun Tower. By default, it has one turret named 'TowerGun' & an arrow component at the barrel end named 'BulletDirectionArrow'. The arrow component is added as a child to the tower gun & always points in the direction of the turret. As a result, it will automatically update it's direction based on the tower gun orientation.

    [Image moved to attachment view]

    You could add another tower gun plus arrow component alongside the original one.

    Then within the 'FocusTowerGunOnActiveTarget' function, just add code to update the rotation of the new tower gun similar to how it's done for the second tower. This will be useful if you want both tower guns to independently focus on the same target unit. If that's not required, ignore this step.

    Next step is to add an extra spawn projectile node similar to the existing one, but at the second tower arrow, within the 'AttackActiveTarget'. With that you should be able to have multi turret towers working.

    As an extra measure, you could add an extra line trace for the second tower gun while doing the vision check in the 'FindTarget'.
    Attached Images Attached Images  
    Last edited by Stormrage256; 09-29-2016 at 01:24 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  33. #73
    0
    FPS Tower Defense Toolkit Basics: Tower Manager

    The 'BP_TowerSpawnHandler' is one of the core actors in the FPS Tower Defense Toolkit & is primarily responsible for the management of towers at runtime. It handles the following functions:

    1. Spawn/Destroy Holographic & Actual TowerBases/Towers/Traps.
    2. Tower/Trap Upgrades.
    3. Update Grid Data arrays with default TowerBases/Towers/Traps placed by the level designer in the editor.
    4. Update Grid Data arrays at runtime based on tower placement.
    5. Validation of AI Nav Path availability based on the placement of Tower Bases.
    6. Creation of Selected Tower Data Array.
    7. Serve as a central hub for specifying global parameters like placement heights for tower bases, towers & traps.

    Name:  tm.png
Views: 97
Size:  590.6 KB
    Last edited by Stormrage256; 09-29-2016 at 01:24 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  34. #74
    0
    FPS Tower Defense Toolkit Basics: Enemy AI

    The FPS Tower Defense Toolkit has 3 different types of enemy AI bots: Core Bomber, Melee & Ranged. They're derived from the parent class 'BP_EnemyAI_Parent', which houses the core logic for all types of enemy bots. These include moving toward the power core, turning to face a target, handling damage receive events as well as update calls to wave handler when the bot is destroyed.

    1. Core Bomber: The Core Bomber bot is a slow moving unit with a large pool of hit points. It does not possess any threat detection logic. Apart from moving toward the Core, it's only other functionality is to self destruct to do massive damage to the Core, which is handled through the custom event 'Event Attack Active Target'.

    2. Melee: The Melee bot has an intermediate level of speed & hit points when compared to the Core Bomber & the Ranged bot. It's 'Vision Check' function continuously searches for the player character & determines if it's within range using a combination of distance, angular & line trace checks. Once within the range of the player, it will move on to attack the player. If the player leaves it's vision range, it reverts to it's original state & moves on to attack the Core

    3. Ranged: The Ranged bot is a fast moving offensive unit with ranged attacks. It has low hit points compared to the other bots. Like the Melee bot, it uses a 'Vision Check' function to search & attack the player if it's within range. In addition to that, the Ranged bot can also mark the player as a target, if the player keeps attacking it from directions that are not within it's direct vision range. This feature is handled by the function 'Detect Target When Attacked'.

    The Enemy AI Bots use the default nav mesh based pathfinding to dynamically alter their paths at runtime based on the placement of tower based around the level. They do not use any sort of crowd movement or inter bot collisions, but instead use randomized approach vectors from the Enemy Spawn Point towards the Power Core. This makes sure that the bots do not always end following the exact same paths even if the general path direction remains the same & hence prevents crowding at the exact same point near the Power Core.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  35. #75
    0
    I just want to say awesome job Stormrage256. Not only with the toolkit but the great support you are giving. I was thinking about purchasing it and after reading how well you respond to questions I'm going to pull the trigger. I'm new to Unreal Engine 4, coding and game design altogether so I figured getting a toolkit like this will help me learn blueprints by being able to see how everything works together and just jump in and play around with it.
    Last edited by scynoth; 02-06-2016 at 07:00 PM. Reason: Misspellings

  36. #76
    0
    Quote Originally Posted by scynoth View Post
    I just want to say awesome job Stormrage256. Not only with the toolkit but the great support you are giving. I was thinking about purchasing it and after reading how well you respond to questions I'm going to pull the trigger. I'm new to Unreal Engine 4, coding and game design altogether so I figured getting a toolkit like this will help me learn blueprints by being able to see how everything works together and just jump in and play around with it.
    Thanks for your generous feedback, scynoth. I hope that this will be a fun experience for you.

    If you have any doubts or suggestions regarding the toolkit, feel free to contact me either through this forum or through the support mail @ rohitmohan.k@outlook.com.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  37. #77
    0
    I'll probably get this once it has been updated to 4.11.

    I think it would be a definite buy for many if it includes some basic vr and motion control support for menus and combat.


  38. #78
    0
    Quote Originally Posted by Magneto View Post
    I'll probably get this once it has been updated to 4.11.

    I think it would be a definite buy for many if it includes some basic vr and motion control support for menus and combat.

    Hey Magneto, thanks for your suggestions. I will see if I can include the option to toggle between the normal Loadout HUD & a 3D Widget menu for the same. But since I don't own a VR device or motion controller, VR specific features may not make it. But apart from the device specific requirements like input handling, if you have any ideas about the type of features you need in VR, I might be able to look into them to see if there can be a way to have them coexist with existing workflow. So any suggestions on that regard are welcome.

    I'm almost done working on the next update. Since it's going to bring about a lot of changes, I'm thinking of making it a v4.11 exclusive so that people who want the previous versions can download the v4.10 project files. So you can expect the v4.11 update soon after the official Engine update.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

  39. #79
    0
    Quote Originally Posted by Stormrage256 View Post
    Hey Magneto, thanks for your suggestions. I will see if I can include the option to toggle between the normal Loadout HUD & a 3D Widget menu for the same. But since I don't own a VR device or motion controller, VR specific features may not make it. But apart from the device specific requirements like input handling, if you have any ideas about the type of features you need in VR, I might be able to look into them to see if there can be a way to have them coexist with existing workflow. So any suggestions on that regard are welcome.

    I'm almost done working on the next update. Since it's going to bring about a lot of changes, I'm thinking of making it a v4.11 exclusive so that people who want the previous versions can download the v4.10 project files. So you can expect the v4.11 update soon after the official Engine update.
    Sounds great if it's not too much trouble. The vr stuff is still very new but we should know more in a few weeks time.

    I was wondering about the possibility of allowing the player to remote control one or more turrets manually, either in game or possibly for a different kind of game mode?

    Is it possible to easily change the scale of everything to a smaller play area?

    Are flying enemies possible with the current setup?

    Also is it possible to move the turrets around via matinee?

    Sorry for all the questions.

  40. #80
    0
    Quote Originally Posted by Magneto View Post
    Sounds great if it's not too much trouble. The vr stuff is still very new but we should know more in a few weeks time.

    I was wondering about the possibility of allowing the player to remote control one or more turrets manually, either in game or possibly for a different kind of game mode?

    Is it possible to easily change the scale of everything to a smaller play area?

    Are flying enemies possible with the current setup?

    Also is it possible to move the turrets around via matinee?

    Sorry for all the questions.
    1. Letting the player remote control towers is actually a cool idea. The closest thing that I can think of is the game Star Wars Republic Commando. In that game, when the player presses F while the targeting reticule is focused on an enemy, all his squadmates in range will start firing at that unit. Is that what you had in mind? Like highlight an enemy & all towers that have this unit in range would immediately stop it's current course of action & set this enemy unit as the highest priority?

    2. Yes, changing the scale of the system is quite easy. You can check out this earlier post to see how to accomplish the same in the toolkit: https://forums.unrealengine.com/show...l=1#post439776

    3. I have never really tried out implementing a flying unit, it's just one of those things that kept getting backlogged to future updates. The toolkit does not come with any default flying units, as all the units are using character movement components. But if you already have a basic idea in mind about the type of implementation you would require for a flying unit, I should be able to answer that question more clearly. If not, I'll do some research on common flying AI implementations this weekend & let you know.

    4. Unfortunately, my knowledge about using Matinee is pretty much non existent. So to be honest, I'm afraid I cannot give any accurate answer for that.

    Please don't apologize for asking questions. Some of the important features that made it into the toolkit like the idea of multiple wave spawning systems & traps were made possible because some one asked/suggested about them. Plus it really helps to realize new possibilities that I have never thought of like the remote controlled turrets you just mentioned, & possibly increase the quality of the toolkit.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

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