Sorry, missed a bit. Do the following change:
Then set the location of the PlayerStart actor to wherever you want.
Sorry, missed a bit. Do the following change:
Then set the location of the PlayerStart actor to wherever you want.
Then set the location of the PlayerStart actor to wherever you want.
thankyou. can you told what system or plagyn for save and load you use in game for this asset ?
thankyou. can you told what system or plagyn for save and load you use in game for this asset ?
It depends a lot on your game, really. For my own projects I code the saving and loading myself without using any particular plugin. What is it you need to save or load?
good day i found an interted problem i can push with mouse if is an invizible hex
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Sorry, Iβm afraid I donβt understand the question. Could you describe it in a different way?
Sorry, Iβm afraid I donβt understand the question. Could you describe it in a different way?
the cursor not alow to push on grid if is covered by invisible blueprint. not a problem i cheange size of hex and work greate.
Can you told please how to turn of walking befor shoot. then range unit unit make some steps and then shoot.
you told please how to turn of walking befor shoot. then range unit unit make some steps and then shoot.
Sorry, donβt completely understand this one either. You want to make it so ranged units should not be allowed to move before after they shoot?
Sorry, donβt completely understand this one either. You want to make it so ranged units should not be allowed to move before after they shoot?
yes
Give this ability to one of your ranged units and set its CurrentAP and MaxAP to 2. Set bUseEndsTurn in this ability to false. See if it gives you the result you want.
i have the question i have simple comand to set camera location and actor location after i load the level what is need to add for the variablei? i save the actor location and camera location and it work for simle object.
Ok, so a few different questions now. Iβll try my best to answer.
For setting the location of the GridCamera my suggestion is to remove the part of the code in BeginPlay of that sets its location. Then you can simply add a PlayerStart actor to the map and the camera will start at that location.
As for the ranged attack code I sent you, I think I sent you all you need. Did you remember to disable bUseEndsTurn, set the unitβs AP to 2 and assign the new ability to the unit?
bUseEndsTurn yes but the unit range attack 2 times no return atack
camera position and player position are saved before load other map and afte load level bac the unit and camera location are not load.
i need 2 attak and 2 shoot but is need to return attack after first atack
Google Drive file.
bUseEndsTurn yes but the unit range attack 2 times no return atack
camera position and player position are saved before load other map and afte load level bac the unit and camera location are not load.
i need 2 attak and 2 shoot but is need to return attack after first atack
hi, Iβm sorry but there are so many different things you want at once that Iβm struggling to keep it all straight in my head. Could you join the Discord so that we can chat there? Then we can talk back and forth and it might be easier for me to understand.
Hi, Iβm back. =)
I just have a quick question which I understand is a very frequently asked question, but I still couldnβt clear up my confusion after searching the forum and discord.
So, Iβm trying to spawn units at runtime at spawn points.
If I just slap a spawn actor from class node in there like above, it seems to get the job done, but the abilities are doubled:
I found the culprit here:
If I disconnect the setup ability system node, it resolves the double ability problem.
What problems will I run into if I simply disconnet this?
(And also, now that I found the Handle Unit Spawning function, I wonder if Iβm even doing it right above.
Should I instead directly call the Handle Unit Spawning function to spawn my units at runtime? Iβm a bit confused)
Hi, Iβm back. =)
I just have a quick question which I understand is a very frequently asked question, but I still couldnβt clear up my confusion after searching the forum and discord.
So, Iβm trying to spawn units at runtime at spawn points.
If I just slap a spawn actor from class node in there like above, it seems to get the job done, but the abilities are doubled:
I found the culprit here:
If I disconnect the setup ability system node, it resolves the double ability problem.
What problems will I run into if I simply disconnet this?
(And also, now that I found the Handle Unit Spawning function, I wonder if Iβm even doing it right above.
Should I instead directly call the Handle Unit Spawning function to spawn my units at runtime? Iβm a bit confused)
Hi ShinyTessaract, been a while! This is a known issue and I will be including a fix in my next update. Iβm planning to make a solution that is a bit cleaner, but until then this is a patch job that should get the job done and not cause any issues:
HandleUnitSpawning will run automatically when you spawn a unit as it is part of BP_Unitβs construction script.
Perfect, that fixed it! Thank you!!
Yeah, Iβve been mainly working on building a roster/inventory system from the ground up for the last couple of months. Now itβs finally time to link that up with the grid units. But also, I managed to figure out most grid things I was attempting by myself (I got a Zone of Control working!); I try very hard not to bother you unnecessarily. =)
HandleUnitSpawning will run automatically when you spawn a unit as it is part of BP_Unitβs construction script.
Ahh okay, awesome, that clears my confusion up too!
Great to hear youβre making progress! Donβt feel bad about asking if you get stuck on anything, though. In moderate amounts I actually enjoy providing support and figuring out solutions to stuff.
Thatβs a relief, thank you!
I did actually remember one other question I wanted to ask you! I did fix the problem for myself already some time ago, but Iβm wondering if this is intended behaviour.
I could not get a purely self-targeting ability to work. In a fresh new project with only the toolkit and nothing else, if I try for Range = 0 and βallies/can target selfβ checked (on the Heal ability, but the abilities I was working on in my own project behave the same):
Then I donβt get any targetable tiles whatsoever and canβt select anything, not even self.
If I put the Range back to 1, but uncheck βalliesβ and only leave the βcan target selfβ checkmark, I now canβt target allies OR self. Neither is selectable. And checking allies in this context is obviously not desirable, since I donβt want to allow targeting allies.
In my own project I managed to make the following workaround:
Which finally gets me a target-self-only ability with appropriate tile marker:
Is this intended behaviour? (If yes, no problem, I can just copy my workaround into the next update and such. The βCan Target Selfβ checkmark just threw me off.) Or was I just missing the correct option somewhere? =)
Now Iβm really out of questions, hopefully for some time, haha.
Thatβs a relief, thank you!
I did actually remember one other question I wanted to ask you! I did fix the problem for myself already some time ago, but Iβm wondering if this is intended behaviour.
I could not get a purely self-targeting ability to work. In a fresh new project with only the toolkit and nothing else, if I try for Range = 0 and βallies/can target selfβ checked (on the Heal ability, but the abilities I was working on in my own project behave the same):
Then I donβt get any targetable tiles whatsoever and canβt select anything, not even self.
If I put the Range back to 1, but uncheck βalliesβ and only leave the βcan target selfβ checkmark, I now canβt target allies OR self. Neither is selectable. And checking allies in this context is obviously not desirable, since I donβt want to allow targeting allies.
In my own project I managed to make the following workaround:
Which finally gets me a target-self-only ability with appropriate tile marker:
Is this intended behaviour? (If yes, no problem, I can just copy my workaround into the next update and such. The βCan Target Selfβ checkmark just threw me off.) Or was I just missing the correct option somewhere? =)
Now Iβm really out of questions, hopefully for some time, haha.
Yeah, this seems like it is probably a bug. Thanks for posting your own workaround for this. I will add it to my buglist and investigate.