Announcement

Collapse
No announcement yet.

[SUPPORT] Advanced Turn Based Tile Toolkit

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Hello P.A.S.C! afraid that is not something that is in the toolkit by default. The blueprints are fairly basic, and to do what you are asking you would need to look into inverse kinematics to move the legs appropriately. If you are using units without skeletal meshes and want to rotate them based on where they are standing you could try to get the normal of the mesh beneath them and use that to set the pitch. Those are the first things I would try. You could also potentially use collision and physics for this. All of these things are a bit outside my area of expertise, but their implementation should not need to be adjusted for the toolkit, so you should be able to look up general Unreal Engine tutorials/documentation for any of these solutions. Apologies that I cannot be more specific in my support in this case. Let me know if you are successful.
    ​​​
    Advanced Turn Based Tile Toolkit (Marketplace - Support)

    Dungeon Crawler Toolkit (Marketplace - Support)

    Discord

    Comment


      will the update to 4.19 feature the multiplayer part aswell?

      Comment


        Originally posted by Danjio View Post
        will the update to 4.19 feature the multiplayer part aswell?
        Yep Check out my trello under "Done for 1.8" for a list of changes.
        Advanced Turn Based Tile Toolkit (Marketplace - Support)

        Dungeon Crawler Toolkit (Marketplace - Support)

        Discord

        Comment


          Just purchased another copy of this for our team, I am highly impressed at the entire thing, especially the tutorial videos.

          Allow me to ask a noob question, it may be answered somewhere and I will keep looking. Can you make the AI control more than one team?

          I.E. Can I have the AI control the blue team and red team? Can it control 3 teams?

          Comment


            Just purchased another copy of this for our team, I am highly impressed at the entire thing, especially the tutorial videos.

            Allow me to ask a noob question, it may be answered somewhere and I will keep looking. Can you make the AI control more than one team?

            I.E. Can I have the AI control the blue team and red team? Can it control 3 teams?

            Comment


              Jadeon and angelbane019 : Good to hear your team is enjoying the toolkit! Glad to hear you like the tutorials as well. I'll soon be making several more of those, focusing on specific topics such as pathfinding, animation etc.

              As for your question, faction and AI control can be speciified individually for each unit. Set AI Controlled to true for the unit to be controlled by the AI and set the value of faction to determine what team it is on. You can easily expand the factions enum to any number of factions and you can have AI and player units on the same team if you want.

              Also, something of interes of many hear. While I'm waiting for UE4.19 to drop I'm working on a sought after new feature. Uncertain if it will be ready for 4.19, but it should not be that long after, since I'm pretty far along. Big units! Here is a WIP gif:

              https://i.imgur.com/EbuRFjJ.gifv
              Advanced Turn Based Tile Toolkit (Marketplace - Support)

              Dungeon Crawler Toolkit (Marketplace - Support)

              Discord

              Comment


                the big units are so impressive, your a rock star!

                Comment


                  Originally posted by Monokkel View Post
                  Jadeon and angelbane019 : Good to hear your team is enjoying the toolkit! Glad to hear you like the tutorials as well. I'll soon be making several more of those, focusing on specific topics such as pathfinding, animation etc.

                  As for your question, faction and AI control can be speciified individually for each unit. Set AI Controlled to true for the unit to be controlled by the AI and set the value of faction to determine what team it is on. You can easily expand the factions enum to any number of factions and you can have AI and player units on the same team if you want.

                  Also, something of interes of many hear. While I'm waiting for UE4.19 to drop I'm working on a sought after new feature. Uncertain if it will be ready for 4.19, but it should not be that long after, since I'm pretty far along. Big units! Here is a WIP gif:

                  https://i.imgur.com/EbuRFjJ.gifv
                  Thank you very much, you are the man

                  Comment


                    Originally posted by elec2ron View Post
                    the big units are so impressive, your a rock star!
                    Thanks! There are some limitations to the implementation I've got at the moment. Difficult terrain does not affect big unit movement (I have some ideas of how to fix this, but not sure if it will work yet) and big units mostly don't work with multi-level grids (they cannot cross between levels. Still trying to come up with a solution for this). Other than that it seems to work well.
                    Advanced Turn Based Tile Toolkit (Marketplace - Support)

                    Dungeon Crawler Toolkit (Marketplace - Support)

                    Discord

                    Comment


                      Looking forward to seeing your implementation.
                      Last edited by elec2ron; 02-03-2018, 05:58 PM.

                      Comment


                        I'm trying to create a level that would spawn waves of enemies after you defeat the previous. Since the game mode would be essentially endless, I wanted to make a copy of the ''End Game If Only One Faction Remains'' function in the Non_Nativized_Functions BP class and make it call an event to spawn enemies instead.
                        I'm having trouble finding where exactly this function is called, I don't want to edit it directly as it would affect my other levels. I'd appreciate any pointers on how to achieve this!

                        Comment


                          Hi Monokkel,

                          I have a question about the skeleton in the toolkit, it seems to have an additional bone "SK_Mannequin_Mobile_r" as root. I was wondering why it has this? I'm trying to retarget animations i originally imported for this skeleton to a regular ue4 skeleton, and though all the other bones are the same the animations end up horribly misaligned, could you offer any help on this?

                          Comment


                            Originally posted by xLacie View Post
                            I'm trying to create a level that would spawn waves of enemies after you defeat the previous. Since the game mode would be essentially endless, I wanted to make a copy of the ''End Game If Only One Faction Remains'' function in the Non_Nativized_Functions BP class and make it call an event to spawn enemies instead.
                            I'm having trouble finding where exactly this function is called, I don't want to edit it directly as it would affect my other levels. I'd appreciate any pointers on how to achieve this!
                            To find all instances of where a function or variable is used in UE4, right click it and select Find References. Then click the binoculars to search for it in all blueprints. You will find that it is only called in the event graph of BP_Unit, in the Kill Unit comment box. In your case I would replace or modify the function so that instead of setting GameOver to true etc., you set a boolean in the game mode, which you check when the turn ends, and then spawn the new units if it is true.

                            Originally posted by XavTheOne View Post
                            Hi Monokkel,

                            I have a question about the skeleton in the toolkit, it seems to have an additional bone "SK_Mannequin_Mobile_r" as root. I was wondering why it has this? I'm trying to retarget animations i originally imported for this skeleton to a regular ue4 skeleton, and though all the other bones are the same the animations end up horribly misaligned, could you offer any help on this?
                            That is odd. Retargeting worked without issue when I did so. Maybe the default mannequin has been changed since then. I'm looking at the skeleton, but cannot find the root you are referencing. Could you give me the repro steps?
                            Advanced Turn Based Tile Toolkit (Marketplace - Support)

                            Dungeon Crawler Toolkit (Marketplace - Support)

                            Discord

                            Comment


                              Ah yes, I was using the skeleton from a much earlier version of your project. I have updated now and see you have a new one.

                              Comment


                                Originally posted by XavTheOne View Post
                                Ah yes, I was using the skeleton from a much earlier version of your project. I have updated now and see you have a new one.
                                Ok, good. That explains why I was not able to reproduce the issue. Glad you figured it out.
                                Advanced Turn Based Tile Toolkit (Marketplace - Support)

                                Dungeon Crawler Toolkit (Marketplace - Support)

                                Discord

                                Comment

                                Working...
                                X