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[SUPPORT] Advanced Mission And Notification System V3

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  • [SUPPORT] Advanced Mission And Notification System V3

    Hi all! I just published my Mission and Notification system on marketplace. I would like to share some of the features of it with you.This project is 100% Blueprint. And all system works dynamically. There are over 30 variables that you can set just for one mission. Also if you want to make something special, you can call every event where ever you want by calling 'Game Manager'.

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    Let's take a look at some of the features;

    Compass

    By default i added 8 points as 4 cardinal 4 inter-cardinal to compass. You can remove or add dynamically from HUD_Component class defaults. Also as you can see in the images there is an array to add default mission actors on begin play. Compass gets markers dynamically during the mission. It's hiding or showing not related markers on mission start or end event.

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    Main Missions

    Mission system basically works on missions that you have created from class defaults. It's an array so there is no limit. You can change even color of the borders! Every marker you have add to array will displayed by index. When character overlaps to first one, the second one will be appear and sub mission will be changed. And there are also Optional Missions array. You can increase the rewards if the player can complete them.


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    Main Mission Variables

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    Side Missions

    Actualy side missions works just like the main missions but the only difference is they are using different actors, a bit simple variables and using a different layouts!

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    Other Features That I Want To Talk About;
    • This pack also has XP and Level system. Every XP that you get from missions will make your character level up.
    • You can add specific Target Point Actors to map to define the mission marker location.
    • Also you can add Remove Optional Mission Actor to world to remove optional mission just by selecting from optional missions array.
    • For global notifications all you need to do is creating a child Blueprint and set variables from defaults
    • You can create Special Areas to change compass color with dynamic background.
    • Also you can add Landmarks to your compass just by adding Landmark Blueprint in to world. It will automatically add to the compass.
    • And there is lots of more! You can test it yourself from Playable Demo.

    And here is a gameplay video;



    See on Marketplace
    Tutorial Series Can Be Found Here
    JOIN TO DISCORD CHANNEL
    You guys can ask for anything. I would like to hear your feedbacks and advices! So let me know
    Last edited by Nocte Studios; 04-13-2019, 02:30 PM.

  • replied
    Two Questions, number one will there be the possibility to have Dialogue Choices in the next update? because that would be super frcking awesome and how can i untrack a quest, without it being reset? So for example my quest is kill 3 orange and 4 green enemies, i then kill 2 orange enemies and untrack the Quest and currently the Counters reset, how can i get rid of this and save the progress upon unequipping

    Cheers

    Leave a comment:


  • replied
    Originally posted by LeRovel View Post
    I'm getting the same stuff, I integrated the pack in another level w/ a new character and tested with a custom new marked and all went good, as I tried to add the blueActor Misson char it stated this same error:

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor

    and

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs

    How do I add BP_MasterManager to your persistent level? Just drop it on the level?
    Yes you have to drop it on to the level, if you are using world composition it should be in persistent level. Also don't forget to assign the blue actor to your character bp's mission component as default mission markers.

    Leave a comment:


  • replied
    I'm getting the same stuff, I integrated the pack in another level w/ a new character and tested with a custom new marked and all went good, as I tried to add the blueActor Misson char it stated this same error:

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor

    and

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs

    How do I add BP_MasterManager to your persistent level? Just drop it on the level?
    Attached Files
    Last edited by LeRovel; 08-25-2019, 10:10 AM.

    Leave a comment:


  • replied
    Originally posted by scratscrat View Post

    I have the same problem. Even at the start of demo level when you accept the mission, fps suddenly drops to 80-90 and at the end of level, it drop to below 20fps.
    Hello, unfortunately there is something wrong with the screen markers and it causing to bottleneck in 4.22

    I’m truly sorry for that but i promise it will be fixed in next update. Thank you for your understanding. Kind Regards

    Leave a comment:


  • replied
    Originally posted by nickstruyf View Post
    I've merged this 2 times, one implementation with a fresh Third Person Template and one with a new AdvancedLocomotion System V3 template and in both versions the framerate keeps slowly dropping to below 10fps. Before implementing the framerate was at a steady 100fps. I did it multiple times so I'm not sure what goes wrong, any Idea's?
    I have the same problem. Even at the start of demo level when you accept the mission, fps suddenly drops to 80-90 and at the end of level, it drop to below 20fps.

    Leave a comment:


  • replied
    [QUOTE=



    Hi, i think the problem is that you forgot to add BP_MasterManager to your persistent level. Once you do that everything should be fine. Let me know how it goes.

    Thanks!

    [/QUOTE]

    I do have the Master Manager in my persistent level. Does this mean I need to use more than one level? I'm trying to run missions in the same level as the BP_MasterManager.

    Leave a comment:


  • replied
    Hello everyone, i hope you all are okay and sorry for the late reply. I have been working on a personal project lately

    Originally posted by Codename404 View Post
    Hi, so, how can I save a player's progress here? Thanks
    Save system will be implemented in V4 and will be easy to implement to V3. I just need a little bit time to finish the game that i’ve been working on. Thank you for your patience

    Originally posted by hooraypublic View Post
    Hi,

    How do I design a mission with multiple end result instead of just one "Mission Finished" option? For example, the mission will need to have multiple outcomes states based on what the character did, such as Win, Time Out, Partial Complete, and Failed, etc, and with each outcome the character will get different rewards and display different finishing text on screen.
    Hello, the rewarding part is completely up to you. You will nerd to build your own reward system inside of the mission component. You can add your logic right after ‘Give Rewards’ event. Other than that there are options to set the time for the quest so ‘time out’ is possible. However you can use Mission Finished event for your own purposes. Because it has a boolean input which you can controll to make mission failed or succeed.


    Originally posted by LuckyDuck12 View Post
    Quick question: I followed your tutorial doc for setting up characters using this mission plug in, and I have these two errors:

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor

    and

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs
    Hi, i think the problem is that you forgot to add BP_MasterManager to your persistent level. Once you do that everything should be fine. Let me know how it goes.

    Thanks!

    Leave a comment:


  • replied

    Quick question: I followed your tutorial doc for setting up characters using this mission plug in, and I have these two errors:

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterManager Function: Execute Ubergraph BP Master Manager Graph: EventGraph Node: Assign Manager Actor

    and

    Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Get_Objective_Manager_Objective". Blueprint: BP_MasterMainMission Function: Execute Ubergraph BP Master Main Mission Graph: EventGraph Node: Assign NPCs

    Leave a comment:


  • replied
    Hi,

    How do I design a mission with multiple end result instead of just one "Mission Finished" option? For example, the mission will need to have multiple outcomes states based on what the character did, such as Win, Time Out, Partial Complete, and Failed, etc, and with each outcome the character will get different rewards and display different finishing text on screen.

    Leave a comment:


  • replied
    Good question. We need a save / load system!

    Leave a comment:


  • replied
    Hi, so, how can I save a player's progress here? Thanks

    Leave a comment:


  • replied
    Techdeath666 it turns out the z order of the AMNS UI widget is being set to 0, I fixed it by going to BP_MissionComponent, Set Default Arrays function, look for Add Viewport node, click the arrow at the bottom which will reveal the z order pin. Set it to -1 and you should be good to go, if not, keep lowering the number to see if it eventually works.

    Leave a comment:


  • replied
    Originally posted by Techdeath666 View Post
    Hi, I recently integrated this kit into a project I had already been working on and have run into a few, hopefully small problems. Everything seems to work with my character except for the widgets I had already set up. For example, when I open the save game menu, my widget opens and I can move the mouse cursor, but I cannot click or use any of the buttons in my menu. If looked around the mission component a little but figured I would ask first.
    I'm having the same problem, after integrating this system, none of my existing UI works (inventory etc). All of the UI used by advanced mission and notification works fine, it just seems to disable input (tested using mouse/keyboard) altogether when I'm in my existing UI. e.g if I open inventory, I can't navigate through it or close it.

    Any help would be much appreciated. Thanks

    Leave a comment:


  • replied
    Hey so a few people have been getting accessed non errors. I am getting them too. I have tried setting the CompassReference default to something, however there is nothing to set it to. Here are my errors:
    1.
    Blueprint Runtime Error: "Accessed None trying to read property CompassReference". Blueprint: BP_Mission_Component Function: Update Monster Markers Graph: ForEachLoop Node: Branch

    2.
    Blueprint Runtime Error: "Accessed None". Blueprint: BP_Mission_Component Function: Update Monster Markers Graph: ForEachLoop Node: Branch

    and these errors repeat hundreds of times for everything in the BP_Mission_Component


    I really don't know how to solve this.

    Leave a comment:

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