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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?
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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/showthread.php?79300-FPS-Tower-Defense-Toolkit&p=439776&viewfull=1#post439776
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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.
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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.