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Thread: Top Down Stealth Toolkit

  1. #41
    1
    Update 3 (v1.3) has gone live on the Unreal Engine Marketplace. This update officially adds support for v4.13 of the Unreal Engine & introduces the following changes to the product:

    1. The Gadgets from previous iterations have now been split up into three categories based on their functions: Suit Abilities, Gadgets, & Weapons. Splitting them up into multiple categories essentially paves the way for using a component based approach, thus nullifying the need to store details about implementation of all types of gadgets within the player character or within a single component. This facilitates replacement of the default player character with custom player characters/pawns with minimal code transfer. The three new actor components introduced for this purpose are:

    Suit Abilities Manager: The Suit Abilities Manager handles all instant activation abilities. As a result, the 'EMP Blast' function from the previous iteration will be activated through this component. The Suit Abilities can be used as many times as needed, but have a cooldown period once they're activated.

    Gadget Deployment System: The Gadget Deployment system is used in scenarios where activation of a loadout entity requires it to be deployed in the physical level space. The 'Proximity Shockmine' from previous iteration will be deployed through this component. The Gadgets can be used only for a limited number of times, but do have any cooldown periods.

    Weapon Targeting System: The Weapon Targeting system enables usage of weapons that require manual targeting by the player. For example, the Stun Gun implementation is now handled through this component. The component takes cares care of both aim/holster logic as well as the actual firing mechanism. The Weapons can be used only for a limited number of times, but do have any cooldown periods.

    All three of these components interact with the parent class through their associated interfaces only, thus allowing them to be used with different types of actors. For example, when the Stun Gun is being used, the Weapon Targeting System calls the associated interface function from the player character (owning actor), which then creates a laser particle system to accurately portray the aiming mechanics.

    On the other hand, when the parent actor interacts with these components, it does not need to provide any information. A request is passed through to the component, which then handles the required functionality based on the equipped entity of it's type. For example, if there are multiple types of possible suit abilities, with EMP Blast being the equipped one, the Suit Abilities Manager will know that it needs to activate the EMP Blast & not the other abilites.

    2. The inclusion of multiple types of entities in the player's arsenal has been implemented through a new loadout system, which consists of one type each of Suit Abilities, Gadgets, & Weapons. Among these three entities, only one may be active at any point of time. For example, if the active loadout entity is a Gadget, the player pressing 'F' will deploy the selected gadget. Of course, the active loadout entity can be changed at runtime through their associated input buttons whenever required.

    In the screenshot below, the three different loadout entities are marked within the green box, while the active entity marked within the red box has been scaled up to convey the aforementioned information to the player:

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    3. Added a new function library BPFL_GetterFunctions to easily retrieve frequently referenced important information without compromising on the visual clarity of the code. As a result, accessing the gadget data array or enquiring about the active hud state, can be done by calling their associated getter function from this library.

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    4. The BP_PlayerController class now manages all low level HUD requests [updating independent UI elements like stamina bar, mission timer, loadout button states, etc within the In Game HUD] thus acting as a single conduit through which all updates pass through.

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    The BP_PlayerHUD & the BP_GameInstance classes on the other hand, handle all high level HUD state changes like transitions between the loadout HUD, In game HUD, & Mission Summary HUD.

    5. The new custom Game State class stores critical information about the mission status, while the new Player State class stores information about player activity that aren't directly related to any of the character's core attributes.

    6. The new Weapon Pickup class provide opportunities for the player to change their weapon loadout at runtime.

    7. The BP_GameMode now handles initialization of all core gameplay actors from a single central location, thus ensuring both improved code clarity as well as an organized workflow instead of the actors having to rely on Begin Play events or initializing each other.

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    8. A new Stamina Manager component has been added to move the stamina management part of the sprinting mechanic over to a separate independent module. This basically frees up the player character to primarily deal with changing the walk speed parameters, while leaving most of the remaining calculations to the component.


    All changes within the blueprints are marked with the boolean variable 'Version1.3' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

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

    Changes in the Content Browser:

    - Blueprints BP_TDSTGameInstance & BP_TDSTGameMode renamed to BP_GameInstance & BP_GameMode respectively.

    - New Game State class added: BP_GameState

    - New Player State class added: BP_PlayerState

    - New Actor components added: BPC_GadgetDeploymentSystem, BPC_StaminaManager, BPC_SuitAbilitiesManager, & BPC_WeaponTargetingSystem.

    - EGadget enum list modified.

    - New Enums added: EAbilities, EPlayerLoadoutSystems, & EWeapons.

    - New Function Library added: BPFL_GetterFunctions

    - New Gameplay Actor blueprints added: BP_WeaponPickup

    - New Interfaces added: BPI_GadgetDeployment, BPI_Stamina, BPI_SuitAbilities, & BPI_WeaponTargeting.

    - Members of struct Struct_GadgetData modified.

    - New Structs added: Struct_AbilityData & Struct_WeaponData.

    - Widget Blueprints Widget_TopDownHUD & Widget_InGameHUD renamed to Widget_InGameHUD & Widget_MissionSummary respectively.

    - New Widget Blueprint added: Widget_InventoryButton.
    Last edited by Stormrage256; 10-18-2016 at 01:17 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

  2. #42
    0
    Hey there! I just bought the kit, super useful to learn! Everything's great so far... except I found a small glitch.

    If I enter and leave the stationary camera while sprinting, it won't lose my track. It keeps updating the position and follow me like, no matter the distance.

    I'm a bit tired now if you need I can make a video or something. I'm using 4.13

    Cheers!
    Luke

  3. #43
    1
    Quote Originally Posted by Luke di Rago View Post
    Hey there! I just bought the kit, super useful to learn! Everything's great so far... except I found a small glitch.

    If I enter and leave the stationary camera while sprinting, it won't lose my track. It keeps updating the position and follow me like, no matter the distance.

    I'm a bit tired now if you need I can make a video or something. I'm using 4.13

    Cheers!
    Luke
    Hi Luke, thanks for your feedback & also for pointing out the bug. I was able to reproduce it & the fix will be submitted today to the Marketplace team.

    Meanwhile if you want to continue along with your project, you can check out the screenshot below for the fix. It only involves connecting two nodes in the 'BP_StationaryAI_Parent' blueprint. Drag the pins for 'Medium' & 'Low' cases of the switch node right at the opening section of the 'Vision Check' custom event & connect it to the 'Set Active Target' to null node further down the event flow as marked in the screenshot.

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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

  4. #44
    0
    Perfect! Thanks!

    Keep up the good work!!

  5. #45
    0
    Quote Originally Posted by Luke di Rago View Post
    Perfect! Thanks!

    Keep up the good work!!
    Glad to hear that it's working, Luke. The update has been submitted to the Marketplace team & should be available through the launcher in the coming days. Again thanks for pointing out the error.

    Edit: The v1.3.1 update has gone live on the marketplace & has fixed the aforementioned bug.
    Last edited by Stormrage256; 10-21-2016 at 05:59 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
    0
    OK, My game is pretty well done. I'm working on the menus, sound effects, finishing touches etc. I thought I was going crazy a couple weeks ago because all my fixed way-point guys switched to random way-point. I fixed all the enemies in all my levels and moved on. I just open my project again and all of my fixed waypoint guys are now random again on every level. What might I be messing with that would cause them all to switch to random? I did just add footstep sounds to the player and alert voices to the enemies. Could that have caused it?

    Update: I think that when I change the AI controller, for example to add the footstep sounds, when I press the recompile button it sets them to the default of random waypoints.
    Last edited by raymondlee306; 10-23-2016 at 03:53 PM.

  7. #47
    0
    Quote Originally Posted by raymondlee306 View Post
    OK, My game is pretty well done. I'm working on the menus, sound effects, finishing touches etc. I thought I was going crazy a couple weeks ago because all my fixed way-point guys switched to random way-point. I fixed all the enemies in all my levels and moved on. I just open my project again and all of my fixed waypoint guys are now random again on every level. What might I be messing with that would cause them all to switch to random? I did just add footstep sounds to the player and alert voices to the enemies. Could that have caused it?

    Update: I think that when I change the AI controller, for example to add the footstep sounds, when I press the recompile button it sets them to the default of random waypoints.
    Hi Raymond, glad to hear that your project is nearing it's completion. I think what's happening is that the enum value for movement type within the melee & ranged patrol bots got reset & hence retained the values of the parent patrol actor which is set to random waypoints. It sometimes happens due to circular dependencies when using inheritance, though I'm not sure if that's the case.

    I'll try to move the waypoint calculation logic, including the enum over to an actor component in the next update. This way you can just add this waypoint calculation component to an actor & it should act as an independent module. And don't worry, it's not going to be a big change. Just a couple of functions within the parent patrol class moved over to an actor component.
    Last edited by Stormrage256; 10-24-2016 at 05:04 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

  8. #48
    0
    Quote Originally Posted by raymondlee306 View Post
    OK, My game is pretty well done. I'm working on the menus, sound effects, finishing touches etc. I thought I was going crazy a couple weeks ago because all my fixed way-point guys switched to random way-point. I fixed all the enemies in all my levels and moved on. I just open my project again and all of my fixed waypoint guys are now random again on every level. What might I be messing with that would cause them all to switch to random? I did just add footstep sounds to the player and alert voices to the enemies. Could that have caused it?

    Update: I think that when I change the AI controller, for example to add the footstep sounds, when I press the recompile button it sets them to the default of random waypoints.
    Alright, the patrol waypoint calculation logic has been moved over to a dedicated component which should prevent the issue that you mentioned. It will be made available for both 4.12 & 4.13 versions of the toolkit in the upcoming 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

  9. #49
    0
    Update 4 (v1.4) has gone live on the Unreal Engine Marketplace. This is a v4.13 exclusive update & introduces the following changes to the product:

    1. Added two new weapons: Handgun & Silenced Handgun, thus providing the option to destroy AI bots instead of just temporarily disabling them. The implementation is handled through the Weapon Targeting System component introduced in the last update. Both these weapons functioning almost identically, with the exception that the Handgun produces a loud noise that could alert nearby patrol bots.

    2. Since the aforementioned weapons introduce the possibility of AI bots being destroyed, the update introduces a new class of actors that act as replicas for the destroyed bots without the performance cost of the real bots that they replace. These Defunct Replica Bots are spawned with the same physical state as the original.

    3. Added a new actor component 'Distress Signal Broadcaster' that can be added to any incapacitated bots or dead bot replicas, in order to alert nearby AI bots that are capable of responding to it. For example, an incapacitated patrol bot will use this component to continuously search for other patrol bots that are capable of reviving it. Once a suitable entity has been detected, it will be tasked with reviving the incapacitated bot.

    4. Added a basic Main Menu system.

    5. Moved the waypoint calculation logic for patrol bots to the new actor component 'BPC_PatrolWaypointSystem'.

    6. Added Motion Sensors that can detect player movement & trigger alarms to alert nearby patrol bots.


    All changes within the blueprints are marked with the boolean variable 'Version1.4' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

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

    Changes in the Content Browser:

    - New actor components: BPC_DistressSignalBroadcaster & BPC_PatrolWaypointSystem.

    - New blueprint interfaces: BPI_DistressSignalBroadcast & BPI_DistressSignalResponse.

    - New actor blueprints: BP_DefunctCameraBotReplica, BP_DefunctPatrolBotReplica, BP_DefunctTurretBotReplica, & BP_MotionSensor.

    - New static mesh: SM_MotionSensor.

    - New material instance: MI_Basic_Red.

    - New map: MainMenuMap.

    - Added new entries to enum 'EWeapons'.

    - Added new widget blueprint: Widget_MainMenu.
    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
    0
    Could you update the tutorial for moving this stuff to TPE or FPE templates? So much has changed it is very confusing in it's current state.

  11. #51
    0
    Quote Originally Posted by James Barnette View Post
    Could you update the tutorial for moving this stuff to TPE or FPE templates? So much has changed it is very confusing in it's current state.
    Thanks for pointing that out, James. I've updated the tutorial & new screenshots have been added with descriptions to demonstrate the modifications required for migrating the v1.4 Patrol AI to a new template.
    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

  12. #52
    0
    Top Down Stealth Toolkit Tutorial: How to create customized Laser Security Systems

    [Note: I've reduced the pixel quality of the sample screenshots to make it easier to load on the forum page. If the images are not clear enough, you can check out higher quality versions from the associated blog post at Unreal Possibilities: https://unrealpossibilities.blogspot...orial-how.html]

    The Laser Security Systems in Top Down Stealth Toolkit function as an auxiliary layer of AI Threat Detection by alerting all nearby patrol bots upon being intercepted by the player. The underlying logic is a simple combination of Timeline based movement & Collision Overlap checks. These actors support drag & drop functionality from the editor & can be easily customized using the variables exposed to the editor from the blueprints. This post goes over the impact of the aforementioned parameters on the working of Laser Security Systems.

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    1. Length: The Laser Security System uses a box collision component to determine if the player is within it's range. The length parameter determines the total length of this box & also controls the area covered by the laser particle system.

    2. Max Height: As described in the tooltip, this variable determines the max height up to which the lasers move relative to the default position at which the actor has been placed in the level.

    3. Player Height: The Player Height parameter is used to control the color of the laser based on it's position relative to the ground. Red color indicates that players passing through the laser will trigger an alarm while white color indicates that the laser tracker has moved up beyond the player's height & thus enable safe passage below it. This can be quite useful in top down games, as perception of the location of actors that move along the z plane may not always be intuitive to the player.

    4. Alarm Timer: The Alarm Timer value determines how often the alarms are triggered while the laser system has an active target. Since the range of alarm noises are limited, having a timed alarm system can improve the chances of alerting nearby AI patrol bots.

    5. Movement Timeline Starting Time: This parameter determines the starting location of the laser along it's movement trajectory. It has a range of 0.0 to 4.0, with 0.0/4.0 representing the starting position [i.e. the location at which the actor was placed] & 2.0 representing the highest position along it's movement trajectory. Anything between 0.0 & 2.0 implies that the laser will have an upward motion going towards the highest point along the trajectory, while a value between 2.0 & 4.0 means that it will have a downward motion going towards the lowest point or the starting position along the trajectory.
    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

  13. #53
    0
    Hi, I did a simple test to see how the AIs handle verticality and found out...not so well.
    https://gyazo.com/a71df3f22a10934018cc696b3c628b97
    It looks like they properly turn to look at the player, but don't know to reset their orientation afterwards. I would really like to have a level with some verticality, so is there some way to fix this?

  14. #54
    0
    Hi, I added gamepad Left Thumbstick Y-axis and X-axis to <Axis Mappings> under <Input> in <Project Settings>. When I run the game, the player just falls from the sky and drop all the way down.
    how do I add Gamepad control?

  15. #55
    0
    Quote Originally Posted by espionageguy View Post
    Hi, I did a simple test to see how the AIs handle verticality and found out...not so well.
    https://gyazo.com/a71df3f22a10934018cc696b3c628b97
    It looks like they properly turn to look at the player, but don't know to reset their orientation afterwards. I would really like to have a level with some verticality, so is there some way to fix this?
    Thanks for pointing that out, espionageguy. It will be fixed in the upcoming update. The update is going to introduce a lot of changes to the AI design & hence taking a while longer compared to the usual updates. If the changes required are minor, I'll send in a hot fix update to the Marketplace team before the major update.

    Edit: And sorry for the delay. For some reason, I did not get an email notification about the comment.
    Last edited by Stormrage256; 01-27-2017 at 02:11 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

  16. #56
    0
    Quote Originally Posted by Leebaba View Post
    Hi, I added gamepad Left Thumbstick Y-axis and X-axis to <Axis Mappings> under <Input> in <Project Settings>. When I run the game, the player just falls from the sky and drop all the way down.
    how do I add Gamepad control?
    Hi Leebaba, I just tried out gamepad controls with an Xbox 360 controller & it seems to be working fine at my end. Here are the control mappings I applied to the input settings:

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    If you're still experiencing the issue, may I know the version of the toolkit that you're using? Also are you experiencing this issue in the default level supplied by the toolkit, or within a custom 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

  17. #57
    0
    Quote Originally Posted by espionageguy View Post
    Hi, I did a simple test to see how the AIs handle verticality and found out...not so well.
    https://gyazo.com/a71df3f22a10934018cc696b3c628b97
    It looks like they properly turn to look at the player, but don't know to reset their orientation afterwards. I would really like to have a level with some verticality, so is there some way to fix this?
    I will be submitting the bug fix update for this issue to the Marketplace team later today. It should be available for download from the Marketplace sometime next week. However, if you want to implement the changes within your project in the meantime, I've shared a screenshot showing the changes required to rectify the issue.

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    Also in the future, if you have not received a reply to your queries within a day, feel free to contact me through the support mail id: 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

  18. #58
    0
    Yup, that fixed it! Thanks! By the way, I did actually e-mail you, but got no response. Maybe it went to your junk mail?

  19. #59
    0
    Quote Originally Posted by espionageguy View Post
    Yup, that fixed it! Thanks! By the way, I did actually e-mail you, but got no response. Maybe it went to your junk mail?
    Glad to hear that it's fixed. Yes it could have possibly gone to the junk mail.

    Btw the bug fix update has been applied to the Marketplace project files. So if you're creating a new project in the future, you wouldn't have to make these changes.
    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
    0
    Good afternoon

    I'm very interested in this kit. Just one question, does it have camera zoom? I would like to let the user zoom in considerably to view the characters small details :P even better was if it was possible to zoom and pan... I'm actually looking at the camera commands now to see if I can implement this (very new to UE4 and almost only doubts at the moment.... eheh)

  21. #61
    0
    Quote Originally Posted by JMHenriques View Post
    Good afternoon

    I'm very interested in this kit. Just one question, does it have camera zoom? I would like to let the user zoom in considerably to view the characters small details :P even better was if it was possible to zoom and pan... I'm actually looking at the camera commands now to see if I can implement this (very new to UE4 and almost only doubts at the moment.... eheh)
    Hi JMHenriques, there is no camera zoom or panning support at the moment. If you're interested in something similar to what's done in Shadow Tactics, I could include it in the next update due for submission later this month.
    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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