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    Originally posted by tutkarz View Post

    These examples are excellent starting points for new projects. Thats why its good to have them bug free also. I am happy that plugin gets upgraded for basic functions like move to tile and I can't wait to get it
    Also please consider adding Before enter tile event because it allows to have some suprices for player like hidden enemy units etc. in game that will block tile when exposed. I will work on it probably anyway so maybe I will post if I will do it to speed up process.
    Yep, I certainly see that. My intention for the game examples was to be able to add new much requested, game specific features relatively quickly, without having to worry about every new feature working with every old feature of the toolkit (such as multi-level grids, both hex and square tiles, all different movement options etc.). As I keep adding features to the base toolkit, it becomes exponentially more time consuming to add new features on top of these.
    My game examples are intended as a sort of a compromise. Something that works well for some games, but need to be adapted for others, or to provide inspiration for how to modify the toolkit to your own needs.
    However, after releasing the tactical sci fi game example I’ve noticed that several people have used it as the base for their games. Because of this I’ve been working hard to improve the skill and cover systems to make them easier to work with and better integrated into the base toolkit. Come next update, the skill system and cover system are contained in blueprint components that can be added to units or the grid manager at any point. This is one of several such changes I am making, so that users will not have to make a choice of what child blueprints to use in their game from the get go, but instead add and remove features as they see fit.
    I’ll look into adding a before enter event. If it turns out to be quick to add I’ll include it in the next update, but if it turns out to be difficult to add I’ll wait until the next one, as I have a too long list already. If I don’t add it I’ll help you do so yourself, however

    Originally posted by Anton Nadvorskiy View Post
    That is a great idea! I've created a blueprint and added destructible mesh there - it is now blocking LoS and Pathfinding. After mesh's destruction, I make the tile passable and it ceases to block anything. Works great, thank you.

    However, if I add static mesh that grants cover to this blueprint and destroy it on mesh's fracture - while the tile becomes passable, it still grants cover.
    Is there any function that can delete cover from a tile in a way it makes the tile passable? I've tried to find it myself, but with no success.
    No, I haven’t added such a function, as a function is not really needed. Instead simply clear the value of the cover array at the appropriate index and you’re good

    Originally posted by Panda Studios View Post
    Best way to switch between units? Already have a UI where you can select a unit from and it'll get the ref to the correct unit pawn in your team but simple activating that unit is not doing it, it resets the movement when you move. Do you need to do something special? Will continue to look into it but figured I might as well ask directly.
    If you take a look in the player controller you will see I have added some nodes and functions that serve this purpose. By default you can switch to friendly units by clicking them. Look in the “If CanPlayerSwitchPawns is true and a pawn that has not acted is click, switch to this pawn” comment box in ATBTT_PlayerController. Generally what you need to do is to make sure the Initiative Order array is the way you want it after you have switched units (with the unit you are switching to at index 0) and then run the ActivatePlayerUnit event in ATBTT_PlayerController for the unit you are swapping to.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      Originally posted by Monokkel View Post
      No, I haven’t added such a function, as a function is not really needed. Instead simply clear the value of the cover array at the appropriate index and you’re good
      Thank you for your answer. Removing index from array did not help, seems like the grid should be refreshed after that. But I just launched "regenerate cover" function instead - and it worked.

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        What would be the best way to give each skill there own attack animation ? I have made about 15 skills but all have the same animation .
        thanks for your help appreciate it

        Comment


          Originally posted by Anton Nadvorskiy View Post
          Thank you for your answer. Removing index from array did not help, seems like the grid should be refreshed after that. But I just launched "regenerate cover" function instead - and it worked.
          It makes sense that it doesn't work. I forgot that the cover array is not coded that way. The cover values are not held in the tile providing cover, but in the tiles adjacent to this tile. This makes things a bit more tricky, but I've made a function for you that removes cover from the appropriate tiles. Here you go:


          As for running the generate cover function, sure it works. But regenerating cover for every single tile on the entire map each time you change something is overkill.

          Originally posted by Deftones4 View Post
          What would be the best way to give each skill there own attack animation ? I have made about 15 skills but all have the same animation .
          thanks for your help appreciate it
          One way to this would be to have a custom event in the animation blueprints that takes a skill reference as input. Then you could make a switch from this skill reference to drive the animation you wish. If you do not want to have a unique animation for every single skill, but have some that are shared, it would make more sense to create a new enum specifying the different sorts of animations as the input pin instead.
          Last edited by Monokkel; 09-02-2017, 04:31 PM.
          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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            Recently you said to check if it is possible to have more grids than one in game at once. Is there any chance to check also if it would be handy to separate hex and square maps to separate grids? I saw in code, that all the time plugin is checking which type is actually selected. I understand the need for having two at once while doing development but since this plugin is more and more ironed out, maybe its time to separate them? Also it could be nice to make another version of the grid that has simpler enter tile cost (like one value instead of 4-6) because in most cases it is enough for games and could make simpler, easier to maintain and modify and faster code.

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              Hi there,

              I have a quick question on how this framework may work with procedurally generated worlds...

              Here is an example of a similar implementation to what I'm considering... https://github.com/SiggiG/ProceduralMeshes/

              What I'd like to do is to have the terrain procedurally generated to the same size as a corresponding hex grid in this plug-in. Once the terrain is generated, I'd like to link the generated landscape to the underlying grid.

              Is this type of thing possible with this framework? And if so is there any hints/suggestions/tutorials I may have missed?

              Thanks!!

              Comment


                Originally posted by tutkarz View Post
                Recently you said to check if it is possible to have more grids than one in game at once. Is there any chance to check also if it would be handy to separate hex and square maps to separate grids? I saw in code, that all the time plugin is checking which type is actually selected. I understand the need for having two at once while doing development but since this plugin is more and more ironed out, maybe its time to separate them? Also it could be nice to make another version of the grid that has simpler enter tile cost (like one value instead of 4-6) because in most cases it is enough for games and could make simpler, easier to maintain and modify and faster code.
                Thanks for the suggestions. I gave this quite a bit of thought when I first made the toolkit, and I still think keeping both grid types in the same blueprint makes the most sense.

                If they were completely separate blueprints it would take up twice the space and require me to duplicate any change I make. If one is a child blueprint of the other, the child blueprint would be more awkward to edit for users.

                Though there are many places in the grid manager with hex grid branches, I have taken great care in their own placing to make sure they have negligible impact on performance. Splitting it up into separate blueprints would be make the graphs look a bit cleaner, but there wouldn't be many other benefits, and I think this is outweighed by the drawbacks.

                As ​​​​for making a simplified version of the Grid Manager that does not have the option for multiple edge costs per tile, this is something in could be probably do quite easily and that I can see some users benefitting from. I'll put it on my list of features to consider for the update after the next.
                ​​​
                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                Comment


                  Originally posted by Monokkel View Post

                  Thanks for the suggestions. I gave this quite a bit of thought when I first made the toolkit, and I still think keeping both grid types in the same blueprint makes the most sense.

                  If they were completely separate blueprints it would take up twice the space and require me to duplicate any change I make. If one is a child blueprint of the other, the child blueprint would be more awkward to edit for users.

                  Though there are many places in the grid manager with hex grid branches, I have taken great care in their own placing to make sure they have negligible impact on performance. Splitting it up into separate blueprints would be make the graphs look a bit cleaner, but there wouldn't be many other benefits, and I think this is outweighed by the drawbacks.

                  As ​​​​for making a simplified version of the Grid Manager that does not have the option for multiple edge costs per tile, this is something in could be probably do quite easily and that I can see some users benefitting from. I'll put it on my list of features to consider for the update after the next.
                  ​​​
                  Having square/hex grids separate would mean less space because one can delete BPs they don't use. Also, they both require to setup few things each time you switch between hex and square so one could have less work. but if I could choose to have separate square/hex or advanced and basic I would go with second any day. Especially that if implemented all of them to the plugin that would mean 4 variations which is too much I guess
                  Anyway I am really happy that basic version with simplified tile cost is planned, can't wait to have it for my next project!
                  And btw maybe there is a chance to have access for beta testing new version? Bug testing would be faster that way. But I don't know if it's possible tehcnically.

                  Comment


                    Originally posted by tutkarz View Post

                    Having square/hex grids separate would mean less space because one can delete BPs they don't use. Also, they both require to setup few things each time you switch between hex and square so one could have less work. but if I could choose to have separate square/hex or advanced and basic I would go with second any day. Especially that if implemented all of them to the plugin that would mean 4 variations which is too much I guess
                    Anyway I am really happy that basic version with simplified tile cost is planned, can't wait to have it for my next project!
                    And btw maybe there is a chance to have access for beta testing new version? Bug testing would be faster that way. But I don't know if it's possible tehcnically.
                    Sure, there will some difference in regards to space, but I think you are overestimating the impact. If someone is making a tiny mobile game where every kilobyte counts it would take very little time to search for the HexGrid variable and delete the nodes in question.

                    To clarify with the simplified grid, this would be a child blueprint of BP_GridManager with a few functions overridden, such as AddViewportToTerrain and Pathfinding.

                    The update is not in a state I would want to share yet. Though most features are done, there are still many places with unfinished or temporary code. Any beta testers at this point would mostly run into tons of known bugs, so the feedback would be of limited use. Thanks for the offer, though
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                    Comment


                      Hey guys, I tried searching the thread but I didn't find an answer.

                      Would anybody have any idea on why my Current Pawn Marker Mesh is not moving when I select a different Unit?

                      As you can see in the picture, the Path marker is coming out of my currently selected unit, but the Marker is in a whole different dude.

                      I don't know if I'm doing anything wrong, this literally is happening without modifying anything (just followed the Part 1 Tutorial: Setup in youtube)

                      Thanks!

                      Comment


                        Minor nitpick, looks like there's a typo with the "Get Diaplay Tile Edges" variable. Should be "Display".

                        Comment


                          Originally posted by Dr.Ganso View Post
                          Hey guys, I tried searching the thread but I didn't find an answer.

                          Would anybody have any idea on why my Current Pawn Marker Mesh is not moving when I select a different Unit?

                          As you can see in the picture, the Path marker is coming out of my currently selected unit, but the Marker is in a whole different dude.

                          I don't know if I'm doing anything wrong, this literally is happening without modifying anything (just followed the Part 1 Tutorial: Setup in youtube)

                          Thanks!
                          Sorry, but I'm not able to replicate this issue. Are you using both the latest version of Unreal Engine and ATBTT?

                          @Draice: Thanks! I'll get that sorted.
                          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                            Originally posted by Monokkel View Post

                            Sorry, but I'm not able to replicate this issue. Are you using both the latest version of Unreal Engine and ATBTT?
                            Hi Monokkel, I am using the latest versions, but I think I figured out how to replicate it, turns out I did in fact modified something but I for some reason it caused this bug to appear.

                            Here are the steps to replicate:

                            1.- Create new ATBTT project from the Epic Games Launcher
                            2.- Open Project
                            3.- Open Map_Grid_Example map
                            4.- Go to AdvancedTurnBasedTileToolkit/Gameplay folder in the content explorer
                            5.- Open the Event Graph for the ATBTT_GameMode Blueprint
                            6.- Go to the "Event Begin Play" Node.
                            7.- Add a "Pring String" Node just before the first Spawn Actor Node.
                            8.- Run the map
                            9.- The Bug should now appear.

                            The weird part is that if I remove the Print String node and return the BP to it's original state the bug persists. I'm not familiar enough with UE4 to determine if this is a bug with the engine or with the toolkit.

                            Another weird thing is that if I create a Child BP from ATBTT_GameMode, I can add the Print String node before or after the call to Parent Begin Play and it works just fine.

                            Edit: If it helps, it seems that restarting the Editor fixes this issue. But any further modifications to the GameMode BP makes the bug manifest again
                            Last edited by Dr.Ganso; 09-07-2017, 02:58 PM.

                            Comment


                              Originally posted by Dr.Ganso View Post

                              Hi Monokkel, I am using the latest versions, but I think I figured out how to replicate it, turns out I did in fact modified something but I for some reason it caused this bug to appear.

                              Here are the steps to replicate:

                              1.- Create new ATBTT project from the Epic Games Launcher
                              2.- Open Project
                              3.- Open Map_Grid_Example map
                              4.- Go to AdvancedTurnBasedTileToolkit/Gameplay folder in the content explorer
                              5.- Open the Event Graph for the ATBTT_GameMode Blueprint
                              6.- Go to the "Event Begin Play" Node.
                              7.- Add a "Pring String" Node just before the first Spawn Actor Node.
                              8.- Run the map
                              9.- The Bug should now appear.

                              The weird part is that if I remove the Print String node and return the BP to it's original state the bug persists. I'm not familiar enough with UE4 to determine if this is a bug with the engine or with the toolkit.

                              Another weird thing is that if I create a Child BP from ATBTT_GameMode, I can add the Print String node before or after the call to Parent Begin Play and it works just fine.

                              Edit: If it helps, it seems that restarting the Editor fixes this issue. But any further modifications to the GameMode BP makes the bug manifest again
                              Well, this bug is quite baffling. I'm able to replicate it following your steps and when I continue investigating it gets even stranger. The location of the Current Pawn marker is set in the Event Tick of ATBTT_PlayerController, here:


                              it seems that making any change to ATBTT_GameMode causes the Use Index input boolean to be set to true, causing the frame to jump to index 0. Restarting ATBTT, as you noticed, fixes this issue, and Use Index is again set to false. This is extremely weird, and I'm quite sure has to be caused by the engine code and not ATBTT.

                              Thankfully this bug does no longer appear in my internal build, so it will be fixed by the next update. However, since I have no idea what is causing this I cannot give you the steps to fix it in the live version. It's good that restarting the engine fixes it, though, so it will not cause any actual issues for your game. Very strange stuff, though.
                              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                                I'm just glad you were able to identify the problem I'm building the Game Mode in a Child BP now, seems to cause no issues. Looking forward to the new build though!

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