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Able Ability System Info and Support Thread

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  • replied
    Originally posted by Trojke View Post
    Hey there, just bought Able and i'm loving it so far. I like how easy it is to set up an ability and have it fire off but I have a tutorial request for something I haven't been able to figure out myself after watching your others.

    Some sort of charge system, it could be a railgun, hold the trigger to charge and release to fire, or spell like thing where you hold to cast and when it's 100% it fires. Maybe even a megaman blaster type where depending on how long you hold, it changes the type of projectile spawned.

    For that last one I guess it's pretty easy to just branch off to a couple different abilities. but the charge part, how do you get the "player held down attack for 'x' seconds"?

    Also thanks for all your hard work.
    Set up 2 Abilities:
    1.) The Charge Ability with a input condition that checks for the charge button and continually loops at the very end, so let's say its a 2 second charge - the loop would start at 1.75s and end at 2.0s.
    2.) When the condition fails and OnAbilityInterrupt/OnAbilityEnd is called, check the Ability Time Ratio (which gives you a value of 0 - 1 on when the Ability failed, timewise), and if its greater than 0.8 or whatever - branch to the full charge shot, otherwise do nothing.

    Leave a comment:


  • replied
    Hey there, just bought Able and i'm loving it so far. I like how easy it is to set up an ability and have it fire off but I have a tutorial request for something I haven't been able to figure out myself after watching your others.

    Some sort of charge system, it could be a railgun, hold the trigger to charge and release to fire, or spell like thing where you hold to cast and when it's 100% it fires. Maybe even a megaman blaster type where depending on how long you hold, it changes the type of projectile spawned.

    For that last one I guess it's pretty easy to just branch off to a couple different abilities. but the charge part, how do you get the "player held down attack for 'x' seconds"?

    Also thanks for all your hard work.

    Leave a comment:


  • replied
    Originally posted by Aumaan Anubis View Post
    How about a work around for it, like just having the asset window open, and right clicking the asset you want and go from there?

    Also, other editors only pull up relevant asset types, like the material editor, there have to be some flags or tags to make this less painful for the user, or perhaps use a different widget, something anything
    The work around is you can just manually set the preview asset via the Able Settings in your plugin settings (there's just a simple Asset Path URL). But I'll check it out again and see what I can do.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post
    AngeIV, @AP_Studios

    Yea, that's unfortunately out of my hands. That widget is just a basic asset browser from Epic, so unless you want custom engine versions - I can't do much with it. I can check again, but I've gone back to that thing a few times and it's just how its written.
    How about a work around for it, like just having the asset window open, and right clicking the asset you want and go from there?

    Also, other editors only pull up relevant asset types, like the material editor, there have to be some flags or tags to make this less painful for the user, or perhaps use a different widget, something anything

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post

    How about a solution to the nativization problem?
    Sorry, didn't see your edits. There's a couple things you could try. You could open up BaseEditor.ini, search for "BlueprintNativizationSettings" and add this line:

    Code:
    +AdditionalPublicDependencyModuleNames=AbleCore
    And make sure your Project's Build.cs has the following:

    Code:
    PublicDependencyModuleNames.AddRange(
      new string[] {
          // Lots of various other core modules
          "AbleCore",
        } );
    
    PrivateIncludePathModuleNames.AddRange(
      new string[] {
        "AbleCore",
      });

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post
    AngeIV, @AP_Studios

    Yea, that's unfortunately out of my hands. That widget is just a basic asset browser from Epic, so unless you want custom engine versions - I can't do much with it. I can check again, but I've gone back to that thing a few times and it's just how its written.

    That said, I do offer various toggles so you can turn off things like static meshes and other things to help slim down what it has to load. You can find those in the Able Settings.
    How about a solution to the nativization problem?

    Leave a comment:


  • replied
    AngeIV, @AP_Studios

    Yea, that's unfortunately out of my hands. That widget is just a basic asset browser from Epic, so unless you want custom engine versions - I can't do much with it. I can check again, but I've gone back to that thing a few times and it's just how its written.

    That said, I do offer various toggles so you can turn off things like static meshes and other things to help slim down what it has to load. You can find those in the Able Settings.

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    I would much apriciate improvement of the "preview asset selection" window as it loads everything. at a tick rate that freezes a very powerfull pc and is just unbearable to open.
    LOL, this. even my dev machine halts for about 5 min and might display 1 item for that 5 min .. then populates the entire list.

    Leave a comment:


  • replied
    @ExtraLifeMatt Bump...

    Leave a comment:


  • replied
    That was fast ok I'll try that.

    edit: ok im editing via notepad. so no intelisence. you mean i should add line "using...."
    or where exactly?
    I am using a full build for sure. but I never build from scratch a project with code plugins. and to be honest the able is the only one that bugs out. rest jsut recompiled without notice or errors.

    Edit2:
    I dont really get it. the engine build proeprly. the project build properly.
    the errors are in the final cook of a project.
    the able objects in editor edits fine. validates, and compile fine.


    oh and one more thing.. I would much apriciate improvement of the "preview asset selection" window as it loads everything. at a tick rate that freezes a very powerfull pc and is just unbearable to open.
    Last edited by AngeIV; 10-05-2017, 01:56 PM.

    Leave a comment:

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