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!
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.
@ 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 āConsume on Attachā on all of them and set the right most node to probably 1, so that it always executes if the first three didnāt
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?
Will be nice connect two separate ground, with diferent height, and conect then with a long stair.
http://img.wallpaperfolder.com/f/590AECE661EA/rope-bridge-jpg.jpg
Just an ideaā¦
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.
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.
Thatās the way to go. You need to choose Blueprint from the drop down and specify the class of your blueprint actor
(Iāll hide the MeshComponent field if Blueprint Class is selected from the drop down)
@ 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?
Is there any way to get the 4.12 builds again? I donāt want to upgrade to 4.13 yet, because of another plugin which is not updated to 4.13.
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 āPuzzleā 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.
@,
For communication, Iām 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
watch?v=WZZ0sS1GkRk
kk, ill look it over. I
m at TechCrunch Disrupt Hackathon right now.
Wonāt have the Ability to Test this until Im 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 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.
I updated the Snap builder algorithm to be more robust.
Iāve 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
Iāve rewritten the data structure so you should have access to the graph data structure (to query other modules attached to a door)
You Sir ROCK!
Is there any way to get the 4.12 builds again? I donāt want to upgrade to 4.13 yet, because of another plugin which is not updated to 4.13.
Snap module info is not visible in editor ? I donāt see any box neither any visible sign that the actor is there.
In Snap Module Build if I save the main level and reload it I get some strange items appear in my level. Please check the video bellow :
watch?v=uP6OS8FGagU