Keeping my eye on this! I’ve been spending a lot of time thinking about starting an RTS project but it always feels so daunting. I love the work so far and I can’t wait to see all the future additions! Keep it up!
Just wanted to add that I count myself along those keen for a squad style system, though I’m unsure how that would work as you described it above with the invisible pawn etc for melee battles where you want pawns hitting each other and dealing damage. Just for reference I’m thinking of something like the Battle for Middle Earth games https://youtu.be/zLevf1IZTWE?t=513
Has anyone successfully rebuilt plugin DLLs for 4.17 or 4.16v3? Could you please share as I can’t seem to rebuild/compile. Tried with both VS15 and VS17 but keep getting the errors below and I haven’t been able to get the plugin up and running in the past few days, which is sad
Error UnrealHeaderTool failed for target ‘RTSEditor’ (platform: Win64, module info: E:\UE Projects\RTS\Intermediate\Build\Win64\RTSEditor\Development\RTSEditor.uhtmanifest, exit code: OtherCompilationError (5)). RTS E:\UE Projects\RTS\Intermediate\ProjectFiles\EXEC 1
Severity Code Description Project File Line Suppression State
Error MSB3075 The command ““E:\Epic Games\UE_4.16\Engine\Build\BatchFiles\Build.bat” RTSEditor Win64 Development “E:\UE Projects\RTS\RTS.uproject” -waitmutex” exited with code 5. Please verify that you have sufficient rights to run this command. RTS C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
I’ve just started a full rebuild and will get back to you in case I get any errors. In the meantime, can you tell me how you’re trying to build? Are you building just the RTS project from the GitHub repository? Or have you copied the source to your own? Are you trying to export the plugin using the Unreal Editor?
Thanks man. I cloned the 4.16.1 pack (with the plugin folder Screenshot by Lightshot ) - > opened and was asked to rebuild to make it compatible with my version (4.16.3) so I went ahead, but it then asked to be manually “re-built” -> generated VS sln file -> tried rebuild in VS but didn’t work
@duyth Thanks for the details! For me, everything’s building fine, but I’m on Unreal Engine 4.17 already. I recall having a similar issue, but in fact there was another compilation error that caused the build process to fail.
Can you check for any additional errors? More specifically, reverting the changes made in commit c5a62a0 might fix your problem:
Use ComponentToWorld instead of GetComponentTransform() in RTSMinimapWidget
Pass InContext.MyClippingRect to both MakeBox calls in RTSMinimapWidget
And here we go with another update: This video illustrates some of the different aspects of resource gathering exposed in the plugin, e.g.
types of resources a gatherer can gather (e.g. ghouls in Warcraft 3 can only gather lumber, not gold)
allowed resource sources for a specific gatherer (e.g. Undead in Warcraft 3 need to haunt goldmine before gathering)
amount of resources a gatherer can carry before returning
gather speed and cooldowns (e.g. 100 every 2 seconds vs. 50 every second)
gather range
whether gatherers need to return to some building for returning resources, or not (e.g. Age of Empires vs. night elf wisps in Warcraft 3; the latter return resources immediately, without having to move)
sweep radius for finding similar resources if a source is depleted
resource capacity of a source
gathering factor (e.g. abundant minerals in StarCraft 2)
whether gatherers must enter the source for gathering, or not (e.g. gold vs. lumber in Warcraft)
as you’re making gathering mechanics I’ll throw this request:
regenerating resource deposits. this mechanic comes from Dark Reign, and it’s about resource deposits that can re-generate but having an upper limit
Also, I’m having issues with properly rendering fog of war in 3D space right now. I’ve opened another thread on this in order to keep this discussion focused, maybe you want to add your two cents:
I understand that getting plugins up and running can be a bit confusing at first. Everything’s going to be much easier as soon as I push this into Marketplace (will do so shortly after the fog of war feature is finished). If I find the time, I might add a more comprehensive guide for adding the plugin from GitHub
Multiplayer is already in place for all of the features shown here (all videos have been created by starting a listen server and connecting a second client, capturing the gameplay from the second client). It’s based on built-in Unreal networking features - let me know in case you have any issues
Next, I’m going to update the plugin to Unreal Engine 4.18, do a little cleanup and improve on the documentation.
Also, I’ve got other good news: I’ve learned about a team that’s going to make a quite big RTS game based on this plugin, so there might be many more small additions and improvements in the near future. Stay tuned!