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  • replied
    Originally posted by Demonrras View Post

    I uncheck the "must be recently pressed" from both input conditions and check verbose...You can see below the verbose log.



    Like image above, this ability have 2 conditions to reach the next ability. The "Must Pass All Conditions" are already checked. The plugin is testing only the first condition.
    The branch are testing the first condition and if TRUE, the result of the next conditions are TRUE too also if I don't press the key condition.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Try removing the "must be recently pressed". Likely one of your inputs was already held down in the past 0.1 seconds (which is what that value applies to). You can mark the Branch task as Verbose and it'll tell you why it's failing.
    I uncheck the "must be recently pressed" from both input conditions and check verbose...You can see below the verbose log.

    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskStart called for Task AblBranchTask_0 at time 0.60.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.61. Delta Time = 0.00947
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.62. Delta Time = 0.00949
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.63. Delta Time = 0.00943
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.64. Delta Time = 0.00949
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.65. Delta Time = 0.00976
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.66. Delta Time = 0.00967
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned True.
    LogBlueprintUserMessages: [Frank_Fighter_OverView] Conditions passed. Branching to Ability Default__Fighter_02_3_C
    Like image above, this ability have 2 conditions to reach the next ability. The "Must Pass All Conditions" are already checked. The plugin is testing only the first condition.

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post
    I like to do a branch where I need to press W+LMB to enter in next combo ability.
    I try to do this and don't work...the branch pass with only one key pressed...I tried in many ways and couldn't.
    This is a Bug??? Can you explain how to do this if I'm wrong???
    Try removing the "must be recently pressed". Likely one of your inputs was already held down in the past 0.1 seconds (which is what that value applies to). You can mark the Branch task as Verbose and it'll tell you why it's failing.

    Leave a comment:


  • replied
    I like to do a branch where I need to press W+LMB to enter in next combo ability.
    I try to do this and don't work...the branch pass with only one key pressed...I tried in many ways and couldn't.
    This is a Bug??? Can you explain how to do this if I'm wrong???
    Attached Files

    Leave a comment:


  • replied
    Originally posted by teak421 View Post
    Loaded for the first time and I started to just click around... Yeah, I know, silly. So, when I open a new ABLE I clicked on VALIDATE and I get a crash... I didn't do anything else, just click validate. For sure, this is not the normal use of validate...I didn't do anything that needed to be validated, but it's still a crash.

    teak

    PS: 4.23.1
    I thought I had fixed that already, but thanks for the report. It should just return if you try to validate nothing, but obviously something is still assuming a valid ability.

    Leave a comment:


  • replied
    Loaded for the first time and I started to just click around... Yeah, I know, silly. So, when I open a new ABLE I clicked on VALIDATE and I get a crash... I didn't do anything else, just click validate. For sure, this is not the normal use of validate...I didn't do anything that needed to be validated, but it's still a crash.

    teak

    PS: 4.23.1

    Leave a comment:


  • replied
    Originally posted by teak421 View Post
    Hi.

    I'm finally going to start spending some time with Able and was wondering since you are adding so many new features, will the two year old YOUTUBE videos still be valid... Thanks for all your work.

    teak
    Yup, they're all still valid. The only one that is a bit off now is the Chain Lightning with setting up the beam particles. For that, you want to just pass in the source / target as Actor parameters. Other than that, all that's changed is the skin of the editor and new Tasks have been added (+ features like dynamic bindings).

    Leave a comment:


  • replied
    Hi.

    I'm finally going to start spending some time with Able and was wondering since you are adding so many new features, will the two year old YOUTUBE videos still be valid... Thanks for all your work.

    teak

    Leave a comment:


  • replied
    Able v3.21 has been submitted to Epic.

    • Added a clearer description to the Collision / Sweep Tasks failing data validation due to not having a collision layer setup in the new array structure.
    • Fixed a crash with Verbose mode while in the Editor.

    Leave a comment:


  • replied
    Originally posted by TVwj View Post

    Sorry I should have been more specific. I do not see a "beam" section in the "play particle effect" task like in the tutorial.
    Ah, I believe those should be replaced with Actor Particle Parameters. Beams were super hacky back when I made that tutorial. If they just use Actor parameters you can simply set those. I get what you mean by saying it's out of date, I'll check it out and see if I can get it updated.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    What specifically are you having a problem with? Beams should be relatively unchanged.
    Sorry I should have been more specific. I do not see a "beam" section in the "play particle effect" task like in the tutorial.

    Leave a comment:


  • replied
    Originally posted by TVwj View Post
    Do you have an updated tutorial on beams? I can't follow chain lightning tutorial.
    What specifically are you having a problem with? Beams should be relatively unchanged.

    Leave a comment:


  • replied
    Do you have an updated tutorial on beams? I can't follow chain lightning tutorial.

    Leave a comment:


  • replied
    Originally posted by mashirooDH View Post

    I fix this by marking RF_ArchetypeObject flag when adding an new ability task. Hope it work for u.
    Click image for larger version Name:	BlueprintTaskIssue.png Views:	0 Size:	7.3 KB ID:	1683699
    This is fixed in the latest update, I just ignore filter out the REINST and such. If I find that doesn't solve people's problems, then I'll look into the Archetype Object flag.
    Originally posted by Ilkatheon View Post
    Hello,

    I'm using Able to attempt to play a particle effect on an npc. I'm using custom logic for targeting - however I cannot seem to actually have the particle effect execute on the target npc. I get a lot of crashes trying variations - so thought I should just ask rather than tear my hair out.

    Our targeting and combat systems are external to able (hence the custom logic) - we're just using a simple tab targeting mechanism at the moment.

    So my ability is just a particle effect.

    As I note it has custom targeting :

    Click image for larger version

Name:	1.png
Views:	105
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ID:	1683815

    I've overriden "Find Targets", found my target and that is being assigned to "Found Targets".

    I'm not quite sure what I should place in the Task Targets section - does Found Targets override this? (I've tried a few variations but none seem to work and/or crash).


    Click image for larger version

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    Any ideas?
    Target Actor should be the correct field. Turn on Verbose for that task and you should get a print out of exactly what is happening. I will note that Play Particle Effect had a couple bugs in it that are fixed in the latest version (namely with the dynamic binding always returning the static particle effect referenced in the Task, and that attached Effects on Targets didn't work correctly).

    Leave a comment:


  • replied
    Hello,

    I'm using Able to attempt to play a particle effect on an npc. I'm using custom logic for targeting - however I cannot seem to actually have the particle effect execute on the target npc. I get a lot of crashes trying variations - so thought I should just ask rather than tear my hair out.

    Our targeting and combat systems are external to able (hence the custom logic) - we're just using a simple tab targeting mechanism at the moment.

    So my ability is just a particle effect.

    As I note it has custom targeting :

    Click image for larger version

Name:	1.png
Views:	105
Size:	16.4 KB
ID:	1683815

    I've overriden "Find Targets", found my target and that is being assigned to "Found Targets".

    I'm not quite sure what I should place in the Task Targets section - does Found Targets override this? (I've tried a few variations but none seem to work and/or crash).


    Click image for larger version

Name:	2.png
Views:	84
Size:	14.7 KB
ID:	1683816

    Any ideas?

    Leave a comment:

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