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  • replied
    I thought that to but it asks for a Event Name! So, that got me confused how to use it properly,

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  • replied
    Originally posted by Raed Abbas View Post
    Today is my "Able" day hahaha
    I was trying to add a custom condition but there isn't much I can do. How does it work?
    you have to overwrite a proper function on the back end. normally the function just returns true.

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  • replied
    Today is my "Able" day hahaha
    I was trying to add a custom condition but there isn't much I can do. How does it work?

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  • replied
    Originally posted by Raed Abbas View Post
    Hi,
    I'm using this setup but my character is not filtering self. I tried filter self and owner but still damage is applied for my PlayerCharacter anyway. Any ideas?


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    Found it... I had this set to self

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  • replied
    mnorris54 ExtraLifeMatt

    I'll be more than happy to do examples for ABLE on requests This is a very complex system example but I could do simple ones as well.

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  • replied
    Originally posted by ExtraLifeMatt View Post
    New videos are on my list (along with document updates), it's just finding time. But, yea, I've definitely wanted to do a new "feature overview" for Able since all the updates over the years.
    Awesome, can't wait

    Originally posted by ExtraLifeMatt View Post
    Able should just work with UE4 PS4 enabled editor. That's what I use to test on. Or are you trying to run Able's Editor within a PS4 app somehow?
    I just wonder how to install the plugin in the engine. At the moment I copy Able into my project's plugins folder but that makes it available for that project only. Is there a way I could install it to the editor instead?

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  • replied
    Hi,
    I'm using this setup but my character is not filtering self. I tried filter self and owner but still damage is applied for my PlayerCharacter anyway. Any ideas?


    Click image for larger version

Name:	Annotation 2020-07-16 142856.png
Views:	107
Size:	59.8 KB
ID:	1788957

    Leave a comment:


  • replied
    Originally posted by Raed Abbas View Post
    Hello ExtraLifeMatt ,
    First thank you very much for all the help you give and for a wonderful asset, Able. I was wondering if the tutorial will be updated with some new features and more practices? The current videos are 3 years old. The current version, 4.25, look different from the videos. Same functionalities so I didn't have any issues but it ill be nice to explore some of the new features please!
    My other question, actually the main one, how can use Able in PS4 build editor?

    Many thanks
    New videos are on my list (along with document updates), it's just finding time. But, yea, I've definitely wanted to do a new "feature overview" for Able since all the updates over the years.

    Able should just work with UE4 PS4 enabled editor. That's what I use to test on. Or are you trying to run Able's Editor within a PS4 app somehow?

    Leave a comment:


  • replied
    Hello ExtraLifeMatt ,
    First thank you very much for all the help you give and for a wonderful asset, Able. I was wondering if the tutorial will be updated with some new features and more practices? The current videos are 3 years old. The current version, 4.25, look different from the videos. Same functionalities so I didn't have any issues but it ill be nice to explore some of the new features please!
    My other question, actually the main one, how can use Able in PS4 build editor?

    Many thanks

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post

    maybe they don't hit the same target.. but they all copy context to "Target" and the context never gets cleared in between? I don't understand why having an ability of melee hit HITTING SOMETHING is being bad?
    Lol, I just have a melee ability that strikes twice, one at the start one at the finish. And if you hit the first and the person dodges it should miss.

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  • replied
    Originally posted by mnorris54 View Post

    Thank you, I'm still getting the issue where if you have 2 or more collision queries in one ability; if the first one hits then all the subsequent ones hit the same target as well. Tried messing around with a thousand settings. Just don't think it's able to do it

    So once I get chaining different abilities down hopefully it makes what I want to do easier. If not, I feel like just using Able for certain things and using collision boxes mixed into animations may just be easier for what I want to do.
    maybe they don't hit the same target.. but they all copy context to "Target" and the context never gets cleared in between? I don't understand why having an ability of melee hit HITTING SOMETHING is being bad?

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  • replied
    Originally posted by AngeIV View Post
    You know what... I actually have a setup like this... Copy of the "darm messiah of might and magic" melee combat. Its after midnight. but tomorrow i can set a video on it and post for you
    Thank you, I'm still getting the issue where if you have 2 or more collision queries in one ability; if the first one hits then all the subsequent ones hit the same target as well. Tried messing around with a thousand settings. Just don't think it's able to do it

    So once I get chaining different abilities down hopefully it makes what I want to do easier. If not, I feel like just using Able for certain things and using collision boxes mixed into animations may just be easier for what I want to do.

    Leave a comment:


  • replied
    You know what... I actually have a setup like this... Copy of the "darm messiah of might and magic" melee combat. Its after midnight. but tomorrow i can set a video on it and post for you

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Charge up would be a channeled ability - then when the ability ends, you check how long the ability was played for and branch to which ever version of the attack. You can add a tiny loop at the end of your "Charge Up" ability so it keeps looping if the player reaches the end.

    Code:
    Charge Up (Channeled, Input Conditional, small loop at the end of the ability to allow "holding a full charge") -> OnAbilityEnd -> GetAbilityCurrentTimeRatio -> if timeRatio < 0.33, then Play small attack, if time < 0.66 then play medium attack else play large attack.
    Apply Damage has to go through the ApplyDamage Task, or you can write CustomTask that does whatever you want and calls your own damage ability.

    If ApplyDamage is not being applied to the Server, then I'd check that the Task Realm isn't set to Client only (or you have some logic that would prevent it from being played on the server), you can turn on "Verbose" on the ApplyDamage task and see if the server is failing somewhere.
    Thank you, I'm just going to do it that way. I am still curious about what was wrong with my method; if you can check the picture above.

    How do you get the ability to channel while holding button press? The Input Condition isn't the same as the key press by default. I don't see where it can be changed

    After thinking about it a lot, I think my main question is why is my Able Ability Code being called for every client on the server. Why isn't it just called for the owning client and the server?
    Last edited by mnorris54; 07-15-2020, 05:07 PM.

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  • replied
    Originally posted by AngeIV View Post

    maybe because only the server has authority over "deal damage" interface? You need to learn about controller function "instigated any damage". Also make sure any part of the ability is running on client and server (if non cosmetic!) and none is server only. even if something requires authority - it will just not work on client but you will make sure you haven't skipped anything.
    Also - you didn't specify exactly whats wrong. maybe do a short video? If I know the problem I could help.
    I'm not having issues with that, I am long past how to get abilities to run on the server and what not, I'm asking specifically about how Able executes things in it's Graphs.

    Here is a simple blueprint of what I am trying to do.

    In game, it prints 0, then the correct charge value. It prints 0 for every other player including the listen server.

    What's happening is the client is running the ability fine and each other client is running the ability as well (for some reason), but when the server goes to execute the command it has a charge value of ZERO. I don't understand how to get the value from my player blueprint into the able interface in order to affect damage.

    https://imgur.com/rwbwYUH

    Edit: and when I run this same command from a server call it does the exact same thing.

    Leave a comment:

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