[SUPPORT] Advanced Turn Based Tile Toolkit

Sorry for the late answers, people. I’ll get to all of it now.

Ok, that is good to know. Like I said I never had touch controls in mind when I designed the abilities for the advanced tactical map, so the cause could be any number of things. I’ll let you know when I have the time to check the touch controls.

I think it should be fine to build it into the ability. One generic solution for jumping out of an execution chain to an arbitrary event graph and then jump back again to where you left off is to use an event dispatcher to bind the node that continues the execution of the ability, run your camera code, call the dispatcher, unbind the event and continue the execution chain.

Hmm, not sure what the visibility thing could be. Visibility traces are always done from the same place, which is from the center of one tile to another at VisibilityTraceHeight (defined in the public variables of BP_GridManager). What you describe does indeed seem like the sort of discrepancy where the AI in the ability evaluation phase decides that a unit can be targeted, but when it actually attempts to do so it fails out. Not sure what would be causing this, however. You could try logging the values the AI stores in TargetIndex and MoveTarget index of the shotgun ability when AssessAbilityValue is called in BP_Ability and compare it to what happens on AiActivate for the specific ability. If you can consistently replicate the issue at the same point in the combat you can add a breakpoint that activates at that time and step through AiActivate to check what goes wrong at that point.

You can always add C++ code to a blueprint project. Just choose File and New C++ Class and you should be good to go.

Ah, dang. Seems there is still one more thing to change. Just as easy to fix, though. Go to the FindVisibleUnitsInRange function in BP_GridManager and attach the DiamondShaped input variable to the input of the two CheckIfTileIsVisibleFromOtherTile functions. That should do the trick.

Thanks! My deadline is approaching a bit quicker than what is ideal, but I’m positive I’ll make it.

Unfortunately that experimental way of displaying a movement frame did not pan out. The function in BP_Ability_MoveAttack is just one I have forgotten to delete. I still have many ideas for possible ways to implement movement frames, but this has been a feature that has been surprisingly tricky to find an ideal solution for. For my current best try check out the 2D example map, which uses a post process material to display the movement frame. Works well for flat maps, but gets pretty glitchy with height differences, unfortunately. I’m basically waiting for inspiration to strike to get this feature fully implemented.

Here is the link :slight_smile:

Thanks for the detailed account of your testing. It will be helpful when I get around to fixing it. I’ll try to make it a priority to look at once my thesis is handed in since you’ve put so much work into this.

Hmm, very hard to know what is wrong without more specifics, unfortunately. If the issue is caused by your own changes it could be almost anything. Could you explain a bit more? What are the main differences between the two maps? Are you using the same abilities?