[SUPPORT] Advanced Turn Based Tile Toolkit

Found out that I didn’t run the Setup function and found out that it was referenced in the construction script, where I remedied that situation by constructing it after the Health Bar was constructed. It seemed to measure the correct Mana amounts afterward just fine.

As for the “turn off auto select unit”, your fixes worked great.

https://i.imgur.com/BETT9B2.png

I made that and hooked it up to a key press (K) to see if it worked. It didn’t appear to do so, though, so I’m not sure what went wrong. Does it have to be “DeactivateActiveActor” as the custom event? Because it’s just a named Custom Event. I’m not sure if that’s actually connected to something or not.

Yeah, I’m not entirely sure if I’m ready to take on something complicated like that yet. It’s definitely looking like I’ll have to figure out how to implement such a thing muuuch later. If you do come up with a more elegant solution, do share, though. I’d love to know.

Okay, thanks.


Right now I’m focusing on setting up weapons and inventory, reconfiguring the attack function, adding additional stats to units for battle processing (defense, speed for double attacks, skill for accuracy and critical hits), and the like. Inventory management development’s sending me up a tree lol.

I guess I just have a few more questions at the moment if you don’t mind answering more inquiries.

  1. Which blueprints do I interrupt at which time in order to accomplish these tasks?:
    -Adding a “footsteps” sound effect to the movement of all units (Starts when movement begins, stops when movement stops)
    -Whenever the cursor hovers over a tile, play a sound. (Should make a lot of noise if you run your mouse over many tiles at once)
    -Detect when the cursor is hovering over a unit to show a mini widget and after a key is pressed while hovering over the tile with a unit on it, open up a widget that displays their stats

  2. How would I go about modifying the “Mind Control” action to make a “Talk” option that can recruit enemy units for your team more permanently? I’m planning on having this action open up a dialogue widget or something to show two characters conversing and then it ending with one character joining the player’s side permanently.

https://i.imgur.com/2ICjSKZ.png

  1. Can you change the appearance of specific tiles on BP_GridManager or is the only way to change the tile meshes of specific grid tiles through changing all of them (as in the image I posted above this question)? I tried placing tile blueprints over the individual locations over the GridManager but that just covered up the markers on the grid. What I’m trying to accomplish is making a completely flat sprite-based grid.

https://i.imgur.com/jam85fb.png

  1. On the topic of sprites, I’m trying to animate a sprite’s hurt animation as shown in your Custom Unit (3/3) YouTube tutorial (My attempt as shown above), but instead of a StaticMesh basic cube I’m using a flipbook of a sprite animation I made. In order to produce the effect I was going for, I was thinking of making the sprite animate so that it drifted away from the enemy that just hit them on the map, so I used the following blueprints like this with the timeline set up like this. However, this doesn’t actually do anything to the sprite (I mean, I’m guessing that in order for a unit to get knocked back from the enemy I would have to figure out how to get the enemy unit’s position which I definitely didn’t do, but the sprite didn’t even change its color according to the timeline.

Sorry if I’ve come off as overbearing with all these questions.


https://i.imgur.com/AAmDT7Y.png
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*EDIT: *Okay, really strange interaction with the “Game Over” detection here. When I sever this connection and adjust it as you’ve done so, if an action with a unit kills the final enemy unit on the map, the game refuses to end until I select another unit. I don’t know for sure why, but if I were to guess, it’s because the game checks for “is the game over” at the start of the following action.

This can be an issue since there’s no way to manually start the next action if the final unit on the player’s team defeats the last enemy unit. For the time being (and likely looks like it’ll be like this when I release my demo in a couple of days for some fellow students to see), it looks like I’ll be keeping this connection the way it was. How could someone change the functions so that the “win game” condition is checked on the end of the same turn? (Or a more elegant way of ending the game without having to select another unit that can act?)