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    Originally posted by possibleworlds View Post
    Hi Knut,

    Enjoying working with your toolkit. I'm trying to use the Ability System with a VR unit -- it doesn't look like you can choose from multiple abilities (move, attack) in VR gameplay the way you can in 2D gameplay. Is there a way to enable this feature, or is it something I'd need to implement on my own?


    Thanks!
    Not something that you can do without doing some modification, but not terribly difficult to do. I've experimented with this before and it works fine. I did it by adding a similar ability box widget to one of the motion controller meshes, but you can do anything you want as long as you make sure selecting an ability activates the appropriate ability. Check out the ability box and ability icon widgets and see how it works, and you should be able to make something similar yourself, but with different input.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      hi knut

      saw you are working on the jungle raid (although i have not tested it for some time) the turn problems, hope that will help you :

      1 . the turn order sometimes work and sometime not, . you can get this bug show when you only move with every unit end its turn after (without any other action) and then it will loop for ever, every time.

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        Originally posted by leo bar View Post
        hi knut

        saw you are working on the jungle raid (although i have not tested it for some time) the turn problems, hope that will help you :

        1 . the turn order sometimes work and sometime not, . you can get this bug show when you only move with every unit end its turn after (without any other action) and then it will loop for ever, every time.
        You're keeping a close eye on my trello, aren't you :P That is good to know, and not a bug I was aware of. I will test if it still happens in my internal build and fix it if this is the case. At the moment I have a more serious bug where after a while, all actions start terminating too early, skipping ahead to animations before they are finished. Likely some actions calling EndAction twice, or something like that. This should hopefully only be an issue with my internal build. In any case, I'm working on a fix.

        Edit: Not saying the bug you reported is not also serious, as it is game breaking, just that it is at least conditional, while the current issue happens no matter what the player does.
        Last edited by Monokkel; 10-31-2018, 07:42 PM.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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          yah, broke my leg so instead of sleeping at night i am keeping a close eye on your trello

          Comment


            sorry to hear that, and hope your leg heals quickly! I'm calling it a night now, so there will be no more updates tonight, I'm afraid.
            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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              Originally posted by leo bar View Post
              hi knut

              saw you are working on the jungle raid (although i have not tested it for some time) the turn problems, hope that will help you :

              1 . the turn order sometimes work and sometime not, . you can get this bug show when you only move with every unit end its turn after (without any other action) and then it will loop for ever, every time.
              Not able to replicate this. Might of course have fixed it by accident as part of other changes. But to be sure, could you describe the problem a bit more. Is this before the enemy units have been alerted? What exactly do you mean by loop forever?
              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                give me 5 min, i will write you back
                Last edited by leo bar; 11-01-2018, 07:36 PM.

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                  hi knut

                  just open the jungle raid map, on every unit press the end turn button, it will never go to the ai(enemy) faction(the end turn button just act like swap to next unit). its not a big problem- and maybe you meant it to be like that.

                  p.s - my wife think i have a secret affair on the internet

                  Comment


                    Originally posted by leo bar View Post
                    hi knut

                    just open the jungle raid map, on every unit press the end turn button, it will never go to the ai(enemy) faction(the end turn button just act like swap to next unit). its not a big problem- and maybe you meant it to be like that.

                    p.s - my wife think i have a secret affair on the internet
                    Ah, I see. That is intentional. The Jungle Raid map includes the Stealth Component with the enemy faction set to unaware at startup. This means that they will not act until they are made aware, by the player either moving into their line of sight or making noise close by. If you want to disable this, select the grid manager and find the Stealth component. Remove the enemy faction from the unaware factions list.

                    (my wife is asleep. I won't tell her if you don't tell yours)
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                      oh...., sorry knut forgot about the stealth component, hope i didn't waste too much of your time on this.

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                        Originally posted by leo bar View Post
                        oh...., sorry knut forgot about the stealth component, hope i didn't waste too much of your time on this.
                        No worries. I did not spend more than a few minutes on this. Even though it was intentional it is useful to know that this is not transmitted clearly enough to the developer.
                        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                          Programmer noob here, trying to implement xcom-style cameras to this kit. I downloaded the xcom 2 developer tools and was looking around in their camera scripts, found the OverTheShoulder script, but was confused at the mention of Matinee in this:


                          // Over the shoulder cameras are a special variety of Matinee style camera
                          // that automatically adjust themselves to keep both the shooter and the target
                          // correctly framed in screen space, regardless of where they are on screen.
                          // They are authored as "shots" in matinee, where spheres are placed to
                          // represent where the shooter and target's heads should be in frame. In game then,
                          // this camera will look at where the actual shooter and target's heads are,
                          // and automatically rotate the camera location as needed to ensure that they appear
                          // in frame in exactly the same location as they did in matinee.

                          I was expecting to find some code and base myself on that logic to replicate it with blueprints for now, but the mention of Matinee as a core element in this threw me off. Do you guys know what's the benefit of doing this with Matinee, if Ue4's version of it even is oriented for this sort of work?
                          Last edited by Justo; 11-03-2018, 09:49 AM.
                          Artstation | 3D Artist | Krakow

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                            Originally posted by Justo View Post
                            Programmer noob here, trying to implement xcom-style cameras to this kit. I downloaded the xcom 2 developer tools and was looking around in their camera scripts, found the OverTheShoulder script, but was confused at the mention of Matinee in this:


                            // Over the shoulder cameras are a special variety of Matinee style camera
                            // that automatically adjust themselves to keep both the shooter and the target
                            // correctly framed in screen space, regardless of where they are on screen.
                            // They are authored as "shots" in matinee, where spheres are placed to
                            // represent where the shooter and target's heads should be in frame. In game then,
                            // this camera will look at where the actual shooter and target's heads are,
                            // and automatically rotate the camera location as needed to ensure that they appear
                            // in frame in exactly the same location as they did in matinee.

                            I was expecting to find some code and base myself on that logic to replicate it with blueprints for now, but the mention of Matinee as a core element in this threw me off. Do you guys know what's the benefit of doing this with Matinee, if Ue4's version of it even is oriented for this sort of work?
                            I really should take a look at the XCOM 2 developer tools at some point. As far as I know, XCOM 2 was made on a modified UE3. I have not done anything with Matinee myself, so I'm not sure what the best approach is in that regard. If I was to do something like what is described here based on what I know, I would probably use a separate camera actor (or attach a camera component to each unit), then place the camera behind the shoulder of the shooting unit and rotate it to face the target, Then maybe add some subtle movement or zoom with timelines to spice it up. But I'm sure you can do it better using Matinee, though I'm not experienced enough with it to tell you how.
                            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                            Comment


                              hi justo

                              i think xcom used Matinee In order to achieve the effect of a dynamic camera (they said in one of the interview' they wanted a movie affect), the effect creates an element like a camera in the film(cutscene) - the camera has dynamic movement or crane movement and you can not mimic this effect only with code, also camera animation and timeline alone will be very limited.
                              So the benefit of the Matinee, or rather the ability of the matinee is to bring the transition to the shoulder camera that will be seen as an action movie (note that in xcom the camera is not static and you have a fell of a movie)

                              What knut has written sounds a great idea - maybe will not bring the same result but definitely more simple i think.
                              Unfortunately, I did not try to connect Matinee to code in such a situation so I can not help you with that, sorry

                              leo

                              Comment


                                Leo bar, thank you for the answer, that is very helpful!! I was under the impression that something like a camera's transition from one point to the other was possible in blueprints, much like it is to move any object xyz units. Isn't it just a matter of coding in the desired camera movements?

                                I guess it may not be that simple...Well, I guess I'll look into how doing this via Matinee is possible. Thanks again, any and all comments on this are super appreciated.
                                Artstation | 3D Artist | Krakow

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