The initial collision tracing to the grid to find a location is done client side, but everything that has to do with important game variables such as the grid arrays are handled server side, including the function that checks the height arrays to find the closest tile.
Ok, happy to hear that the issues seem pretty minor. Especially for the ability bar and the abilities used in JungleRaid as I never designed those with touch controls in mind. I will take a look at this when time permits.
In my tests the floor is the grid itself and the floors are scaled cube meshes, not BSPs.
That is probably the best way to go about finding the issue. Perhaps upload the project to OneDrive or similar and PM me a download link?
Working with the decoupled animation system can indeed take some getting used to, but something like this should be perfectly doable. I might be missing something about what youāre trying to do, though. Youāre basing your ability on BP_Ability_Laser, right? Is the idea to have the camera zoom in over the shoulder of the unit as it is aiming and firing on a unit? If so you can always call on the camera to do this as part of the Shoot action in the Laser ability right before the ranged animation is queued. Iām probably missing something in what youāre asking, though.
No worries
This is a bug I thought I had fixed, but apparently not. Sorry about that. Really easy to fix, though. Go to the FindTilesInRange function in BP_GridManager and add the DiamondShaped function input as input to the FindVisibleTilesFromTilesInRange:
Unsure from your description here. Did you solve both these issues or one?
[quote=ācrossmr, post:2494, topic:21930ā]
So Iāve got an android version put together that, while not perfect, is a great foundation. I just recorded a gameplay video, which Iām uploading now. It was mostly fine, youāll be able to see some camera glitchiness in it, but youāll also see something odd at the end. When the AI was down to a single unit, it sort of, gave up? I donāt know how to describe it. It had been using that unit until then, shooting, etc. But then suddenly when all the other units were killed, it just sort of ran that unit around and didnāt do much. Didnāt shoot or anything. This is the second game Iāve played as the police and in the first game it used that unit a lot. I had quite a long battle with that unit last time, so I donāt think there is anything wrong with the unit, just thought Iād pass that along. Iāll post the video when itās uploaded.
Hmm, Iām unsure why the AI would give up at that point. I used to have a similar, but more morbid bug where the last AI unit remaining (when all enemies were also killed) would then run to the corner of the map and kill itself. This was caused by the unit trying to find targets, which returned false which got interpreted at index 0, so it ran to index 0. Then it found itself on index 0 and killed itself. This is not what is happening in your case, though. Perhaps it is detecting so many enemies with so few allies that the expected value of an attack is 0 or less? You can try debugging this by printing the expected value as part of the AI ability comparison code in the ability system component.
Thanks for linking the video, by the way. Fun to see the development progress.
Glad you found it