[SUPPORT] Advanced Turn Based Tile Toolkit

Hello , first I’m very sorry that I ignored your last post. That was not intentional and I do not know how I missed it. I will try to answer all your questions now.

I agree that a FAQ would be a good idea and one that I have considered. One of the reasons I’ve been putting it off is that there are surprisingly few repeat answers that are obvious candidates for a FAQ, but there are certainly some I could include. As for going through the thread and providing links to all answers, that is also something to consider, but it would be quite time consuming and at present I prefer to spend the little spare time I have working on the next feature update. I will consider adding something like that after the update is done. Now to your old questions:

I am already doing this in the 2D game example. Take a look at my latest tutorial video. For a 3D game you could use dark instanced static meshes, decals painting everything gray or possibly some sort of post processing effect instead of the instanced square tiles I use in my example.

It all depends on what you are after. If you want doors that automatically open or close as you move through them this can easily be done by adding collision to your units and doors, have them overlap the same channel and have an overlap event on the door that swings it open when overlapping a unit. If you want the door to influence pathfinding you would need to modify the edge array by adding and removing edges between the tiles at each side of the door as appropriate. Use the add and remove edge functions in BP_Grid_Manager.

There are a couple of ways to do this. The simplest is probably to add collision to an invisible collision box at the base of the grid camera and have a frame around the grid blocking the same channel as the box. Make sure the collision box is not also blocked by any tiles or actors in your level.

It is absolutely possible, but how difficult it is to implement varies greatly depending on what you want to do. This is too general of a question for me to give a specific answer, though. Be aware that it is usually much easier to add new abilities to player units than it is to get the AI to use them appropriately. For healing you would basically do the same thing as I was do in the Attack Victim and Receive Damage events in Unit_Parent, but adding instead of subtraction health.

For winning when picking up an item you could for example add collision to your target and your units as described above and when a unit overlaps the objective you could end the game and display a victory message similarly to how I do in the event connected to the Destroy Unit event in the event graph of Unit_Parent.

For storing what units are in your team between levels I would probably store it in an array in the game state, though this is not something I’ve tried out myself. If you search the forums for anything where information is retained between maps you should probably find a solution that should also work well with the toolkit.

I hope the answers I could give were helpful. I apologize again for missing your questions the last time. Let me know if there is anything else you are wondering about.