Yes, just set the ‘Select Towers at Level Start’ variable in the BP_TowerManager actor to false. It will cause the game to start right away with all the towers.
That’s cool. Thanks. Thanks for answering. I’ve got a lot of experience with your help. Now i can try to start it in VR
Glad to hear that. Good luck with your project!
Hey [USER=“816769”]Z PRODUCTION[/USER] , I’m doing good. It’s been a while. How is your game coming along?
The process of replacing the default skeleton should primarily involve changing the mesh and animation blueprint. The mesh can be changed from the Enemy AI Blueprints. If your imported character is having the same pose and skeleton structure as the Unreal mannequin, you can make the toolkit AI character anim blueprint retarget to your new skeleton.
If the new skeleton is not compatible with the anim blueprint, then just create a new anim blueprint out of it and copy over the code into it. Replace the animations connected in the anim graph and you should be good to go.
Stormrage256 thanks. I made it by changing skeleton mesh. I used tank model but now trying to find way using animating model like rotating wheels during moving. Also need to find way detect collision between to enemies.
Here is the problem
If you’re using the splines to move AI bots, then it would be better to spawn units with sufficient intervals as to avoid collision between units along the same lane. Since you’re using tanks, they won’t have to stop and fire like the ranged AI bots that come with the toolkit. You could just rotate the turret and fire while moving. So that would negate any need to check for collision.
As for collision between units traveling along different lanes as shown in the screenshot, just increase the value of Lane Gap Distance variable in the Enemy Spawn Point actors. This will increase the gap between different lanes.
Stormrage256 thanks. That’s work. Also is any way to path units along hills (i mean change Y axis). I tried to move spline points up and down but no luck?
Glad to hear that it’s fixed.
Sure, if you’re using the spline-based pathing system, you can make the units move along any path you specify. The movement just happens to be locked onto the XY plane by default. You can modify this by making a small change in the BP_Enemy_AI_Parent class as shown below:
You might have to increase the number of spline points and adjust their tangent directions to make sure that the curves are smooth. But otherwise, it should be good to go.
They started going along spline in Y axis but their own axis not changing along spline
UPD: i didi it! Thanks
Awesome. How did you fix it?
Connected this axis in the same blueprint
Alright, cool. I had not really considered movement along Z direction for the spline-based movement system. Will link this up with the FAQ section. Thanks for the share.
Thank you for your help
Happy to help.
The v2.3 update of Tower Defense Starter Kit has gone live on the Marketplace.
v2.3 Change Log:
- Added the option to specify when different types of AI classes will first make their appearance over the course of a level when using the Weighted Wave Spawning System. [Dev Log (shared with the latest FPS Tower Defense Toolkit changes): https://unrealpossibilities.blogspot…dev-log-2.html]
All changes within the blueprints are tagged with the boolean variable ‘Version2_3’ in order to easily identify the alterations made in this update. Comments are also added to describe the major changes.
Hello Stormrage256. How are you.
I’m still trying to make game but my team doing VFX in movies so hard to find time for UE4 :-). But we trying
I have question. Your EnemyAI is characters with skeleton but we want use tanks, cars etc. Is any way to replace characters to cars not trough skeletal mesh? We also need animate parts of our units in UE using blueprints (rotate wheels etc).
can not find where i must make delay for interval increase
Hey there, I’m doing good. How have you been?
Well, there are a couple of approaches that you can take, but that depends on the type of pathing system you’re using. Are you guys using only the spline-based system? Also, your vehicles are static meshes, right?
You can control the spawn intervals through the Wave Spawn Controllers. If you’re using the batched spawning system, this article will explain the different parameters (including spawn interval) that define wave patterns: FPS Tower Defense Toolkit Basics: Batched Wave Spawn Controller. On the other hand, if you’re using the weighted spawning system, you can read up on how to control its spawn interval duration over here: FPS Tower Defense Toolkit Basics: Weighted Wave Spawn Controller