Thank you, I will try this when the update is out.
Iāve been avoiding XCom 2, I suspect my productivity will drop to zero if I allow myself to buy it. Is it still built with Unreal like the first one?
A quick question : Have you thought about how we can implement flying units now we have multi-level grids? Is it feasible to force grids out into open space? I think there was a requirement in the previous versions of the kit to have a mesh or landscape with physics to act as the ground and force the grid to spawn, but Iāve not yet had a chance to inspect the latest version. (EDIT - Because, I think, the new versionās not yet out!)
Yeah, XCOM 2 is sapping my productivity at the moment, but I think it is a net gain in inspiration and motivation.
Flying units is something you can do in a number of different ways, and I cannot think of a good āstandardā implementation that would work for any game. Multi-level grids certainly opens up new possibilities for implementing flying units, but it all depends on what you have in mind. It is certainly possible to have invisible grid cells above ground that only become selectable when you have selected a flying unit, if that is what you are considering. I think such a feature might quickly become confusing to players, though, so you would have to think hard on the best way add this.
The update is indeed not out yet. I sent it to Epic a long time ago, and though I am used to them being slow, I think there is another reason why they are being particularly slow in this case. I sent them my new update for UE4.10 at roughly the same time as I sent my UE4-11 Preview update, and I think this might have confused them into thinking I had only made the update for 4.11.
Since 4.11 is right around the corner I donāt think I will bother pushing Epic too hard on this. This way the 4.10 version will always be available for download, and because of the big changes Iāve made in my 1.5 version for how edges are implemented I think it will be useful for people who begun using the toolkit early to have a version with the old edge array system readily available. This means that my update will be out when UE4.11 is out, as Epic will have to update my toolkit in any case.
Iāll have a play around when the update is out, I understand what you mean about confusing the player. Iāve got so much to learn in Blender that Iāve concentrated on that over the past few months, waiting for the multi-level grids before I got seriously familiar with ATBTT.
Hey there sorry it took me a while to reply, here is a screenshot of what I mean.
The units move distance was over 60 for debugging but possibly/probably due to some height limitation
@kevdotward: Just to be clear, the update with multi-level grids is not ready and has not been sent to Epic. The one I have sent them is the one with an overhauled edge array, touch support, improved AI ++. It will still be some time before multi-level grids are ready, though it will take much less time than my previous update, as most of the features are pretty far along already.
**@: **I see. I though you meant tiles in sight range for attacking with ranged units. The ones in the screenshot are tiles in move range, right? You want to display what tiles can be reached when the teleporter is taken into account? For tiles in move range you will not be able to go from one height to another one if the two levels are separated by impassable edges and you are simply teleporting them from one to the other. Problems like this one is one of the reasons I changed the edge array. In the 1.5 update any tile can be set to be connected to any other tile on the grid, which makes adding teleportation easier (though you would still have to add the sudden location change of the moving unit yourself).
Hey !
Still loving this kit, it is amazing. However I am having trouble with my current project.
Basically I need to split the turns into phases - movement, ranged, melee, and other however I cannot figure out how to set a specific order to do things let alone split it into seperate parts of a turn. Wondering if you could point me in the right direction.
since youāre busy I know you love being spammed with ideas. So a friend gave me an idea for a create Iām working on. Iāve got a tentacle monster with 3 arms erupting from the ground and each will have their own personality. Iām all for modularity so my hope was being able to have multiple variations based on color and things they hold. Example is one arm hold an axe/hammer while the others just flail around empty handed. So the issue though is for different personalities each version will need to be reanimated. The idea was giving the ability to add additional skeletal actors into a enemy pawn. They all pay attention to the attack,idle and death events but they can all have their own animation related to that.
So that said, I was looking in the Unit_Enemy_Melee and was wondering if there is a way for multiple skeletal meshes to plug into the Get Anim Instance portions of the bp? Or am I asking for too much customization? Again, thanks for all the replies and updates, I"m slowly being able to make my game to a prototype level based on all the stuff youāre doing!!
Example of 3 tentacle arms and being to place 3 separate skeletal meshes with unique anims to help make it a more modular and unique enemy
@tamaster92: The easiest way to do this is probably to add a new enum ATBTT_PlayerController (containing āmovementā, āattackā and āotherā). The enum should default to āmovementā and be set to āattackā or āotherā when the appropriate actions have been resolved. If the player clicks an empty tile that would normally result in it moving to that tile you should check the enum to see if it set to āmovementā first. Same with the enum set to āattackā and resolving the attacks nodes. You could also add branches in the āactivate unitā part of ATBTT_PlayerController so that Pathfinding is only run if the enum is set to āmovementā and Find Tiles in Range only when it is āattackā. Try to do something like this and let me know if you run into any problems.
@Jopel: Animation isnāt my strong suit and the animation system in the toolkit is pretty bare bones, but I think it should be fairly easy to add what you are asking. As long as they have the same animation blueprint it should be very easy, as you can just loop through all the skeletal meshes. If their animation blueprints are different you will need to call each of them in turn. Here is something I have quickly thrown together that works well, though you would need to modify it a bit if you do not want all animations to fire in synchrony:
I also added a simple addition to the receive damage event so that one of the meshes is killed each time damage is received (just for fun):
Look at the little guys go:
awesome! got it to work. thanks. also got the health pickups working too.
Hello.
Iāve recently bought the ATBTT, great work!
I have a problem with the Grid_Manager BP though. It seems to have a memory leak, whenever I open it the RAM usage will continually go up until it crashes (about 20-30 min to reach 10gb+).
I have other friends who also use your product but none of them have similar issues. I have tried a fresh install of UE4 (latest version) and your product, but I still have the same issue.
Any help would be greatly appreciated!
@Jopel: Good to hear! Iām curious to see your results when you have gotten a bit further
**@XavTheOne: **Iām glad you like it, but am sorry you are experiencing issues. What version of the toolkit and UE4 are you using, and is this the same as what your friends are using? Are you seeing the RAM issue when working in the editor or while playing the game in the viewport? Is this with a fresh, clean project or have you made any modifications? This sounds like a potentially serious issue, so I would like to figure it out and patch it up as soon as Iām able.
Sorry, we figured it out.
We got the problem when we had too many tabs open within the BP. From other reports it seems to be a problem with the latest UE release.
Fixed it by just not having everything open!
Thanks for a quick reply though.
Good to hear it wasnāt something that was wrong with the toolkit itself. Let me know if you need any help with anything else and good luck creating your game
So I made a ātrapā. Basically a copy of my powerups they work fine and dandy but Iām just having it take away from current health. The issue I had was that it took away the health but it didnāt kill the player. Sooo I took parts of the receive damage and added that to the end of my trap portion. It works sorta. When the player moves onto the tile where the trap is located it takes away the damage amount and if killed the unit dies but still wants to go into attack mode. do I need to add the trap portion into the receive damage area somehow? Iām guess it has to do with it still thinks its going to perform the next attack action?
[video]- YouTube
Hey,
just wanted to know how the update with the mobile controls is coming along?
@Jopel: Have you tried just simply calling Receive Damage? You would have to make one modification, since you want the unitās turn to end if it dies while it is moving. I would add a branch to the Destroy Unit event on Unit_Parent that checks if the unit pending destruction is the Current Unit in ATBTT_GameMode. If it is you should run End Unit Turn in ATBTT_PlayerController after destroying it. Sameting like that should probably work.
**@: **Hi. The update with mobile controls was actually done right before Christmas. However, due to some misunderstandings from Epic it has not been uploaded yet. I asked support about it a few times, and I believe they thought I only sent them the 4.11 update. Since 4.11 is probably right around the corner I havenāt bothered pushing them too hard about it, since in the end I think it will be beneficial to the users if the 4.10 version remains as it is. My 1.5 update is such a big change from 1.4 that I think some users who have invested a lot of time creating something with the toolkit already might want to stick with the old version, since converting all their custom additions could take time. Keeping the 4.10 version as a time capsule is therefore probably for the best. UE4.11 is probably right around the corner, so people will not have to wait long. Iām also well underway on update 1.7, so the time between updates will be quite short. 1.7 does not fundamentally alter the toolkit in the way 1.6 does, and should be a lot easier to convert to.
Hey , trying to update edge costs during play in the new version 15_WIP_2
thought that way would work, tried a few other ways too but no luck yet, shed any light on the problem?
Hi Bankworthy. One of the main differences in the new update is how edges work. In the old toolkit it is assumed that all tiles are connected to all adjacent tile unless specified otherwise (with an edge cost set to 0). In the new toolkit any tile can be connected to any other tile, and which tiles it is connected to is specified in the Edge Array and Edge Array Integer. There no longer exist any edges with a cost of 0. Instead these edges are simply not present in the array. Therefore you should now that when looping through the edges of a tile and setting its edges to 0 this does not add any new connections to adjacent tiles, but simply sets any edges that might have that are higher than 1 to 1. Also the edges are not numbered 1, 2, 3 etc., so your forloop will likely not find any edges anyway, unless you are looking at tiles at the north west extreme of the grid, where edges from 0 to 7 might exist. Instead you have to loop over the appropriate edges at the index you want to modify. The top nodes in the screenshot below will achieve this:
The bottom nodes do what I think you might be wanting to do, which is to add edges with a cost of 1 to all adjacent tiles to the tile. In these examples I have used the Get Hit Tile Location and Index function so that I can modfify whatever tile I am hovering over, which is useful for testing purposes.
I intend to make new tutorial videos when the update is live. For now let me know if you have any additional questions.
For anyone reading this thread it has probably become apparent that I have sent copies of the new update to users who have asked for it. If anyone else is in need of an early copy and do not mind working without tutorials you can contact me on knuteiliv@gmail.com and I will send you an update after verifying your purchase.
That did the trick! Thanks very much
those make tile passable/impassable functions are very handy
look forward to the videos!