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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
    Everytime I change something in the Datatable I have to restart the project to see the changes, does anyone else has the same issue? And how to fix it, because this way it is really annoying to change anything...

    Leave a comment:


  • replied
    Originally posted by FenetreXxMagique View Post
    Hi !
    I have this error, can you help me ? Thx

    I Got the same error, figured it out already?

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Hi !
    I have this error, can you help me ? Thx

    Blueprint Runtime Error: "Accessed None trying to read property MasterManager". Blueprint: BP_ObjectivesComponent Function: Execute Ubergraph BP Objectives Component Graph: EventGraph Node: Branch
    Blueprint Runtime Error: "Accessed None". Blueprint: BP_ObjectivesComponent Function: Execute Ubergraph BP Objectives Component Graph: EventGraph Node: Branch
    Blueprint Runtime Error: "Accessed None trying to read property MasterManager". Blueprint: BP_ObjectivesComponent Function: Execute Ubergraph BP Objectives Component Graph: EventGraph Node: Add
    Blueprint Runtime Error: "Accessed None". Blueprint: BP_ObjectivesComponent Function: Execute Ubergraph BP Objectives Component Graph: EventGraph Node: Add
    Play in editor start time for /Game/UEDPIE_0_NewWorld 0,677

    Leave a comment:


  • replied
    Hello!
    Thank you for that great tool. I have a question.
    I want to interract your tool with my dialogue system:
    1. Delete the text "Press E to interact"
    2. Activate your dialogue system and mission widget after choosing the right option in my dialogue, not after pressing E.
    3. In the "interaction" mission - I want to set character as interacted after a dialogue with him, not pressing E.
    Can you tell me how to do that, please?
    I am waiting for your anwser. Sorry for my fatal english

    Leave a comment:


  • replied
    Do the quests and state/data save between sessions?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by Dread_Fort View Post
    Hey Nocte! Hope all is well, thank you for such a wonderful tool for us creators to use! A few simple questions for you:

    How do I go about enabling and disabling an actors quest, as well as giving an actor multiple quest. Thank you so much in advance.
    Hey! I'm glad you like it. Actor's can be enabled after specific missions in current setup. All you have to do is adding that actor you want to enable to your mission's 'On Mission Finished' part in data table. You will see 'Actors To Enable'. All same with in character BP. And for multiple missions all you have to do is enabling the Multi Mission Actor boolean inside of your NPC then you can set the mission count to show at one time via integer variable.

    Originally posted by Golskila View Post
    What i need to add on my monster BP to integrate on this system?
    There are only couple of nodes that you need to move to your Monster BP. Such as 'Assign Monster' on begin play, 'Send Killed Monster Info' when you killed your monster. And you need to send reference of that actor like i did when you apply damage to your monster. The important part is that you need to create the same Monster Info variable in yours and set it as the same with BP_MasterMonster blueprint's construction script. These are all should be fine.

    Let me know if you guys any other questions and please feel free to join to discord channel to get faster support.

    Thanks!

    Leave a comment:


  • replied
    What i need to add on my monster BP to integrate on this system?

    Leave a comment:


  • replied
    Hey Nocte! Hope all is well, thank you for such a wonderful tool for us creators to use! A few simple questions for you:

    How do I go about enabling and disabling an actors quest, as well as giving an actor multiple quest. Thank you so much in advance.

    Leave a comment:


  • replied
    I was being stupid xD I didnt know, there was a Auto Possess Player in the third person character lmao and since i make a singleplayer game this works just fine thanks for the effort to help ^^

    Leave a comment:


  • replied
    Originally posted by LordEggi2 View Post

    Thanks for the answer and i kinda solved the issue now but only kinda. I used the Create Mission UI in the Level Blueprint and now it works but it doesnt work in my player bp because i posses my player in the BP. So my question now would be, does it work to let the Create Mission UI be created in the Level BP or does it have to be the Player Bp
    You can try to get your character's reference in level blueprint and get component's reference from that character reference. I'm not sure if it's a good thing to do but worth to try. Just an idea

    Leave a comment:


  • replied
    Originally posted by Nocte Studios View Post

    Hey! You know there is a node called 'Create Mission UI' and it needs to be triggered on begin play. As far as i understand you are possessing your character after a while. So that means the component have no idea about your pawn. One thing you might want to try is setting the references right after you possess the pawn.

    Please feel free to join to discord channel if you have any further questions.
    Thanks!
    Thanks for the answer and i kinda solved the issue now but only kinda. I used the Create Mission UI in the Level Blueprint and now it works but it doesnt work in my player bp because i posses my player in the BP. So my question now would be, does it work to let the Create Mission UI be created in the Level BP or does it have to be the Player Bp

    Leave a comment:


  • replied
    Here is an easy solution for that. Open BP_MissionComponent. You will see ‘Ser Default Arrays’ collapsed node. Inside of that change the Add To Viewport node’s Z-index to something negative value. That should fix your problem

    Leave a comment:

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