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    hi knut

    thanks for the corrected function - problem solved

    the other issues was solved too. it seems that In my abp_unit in the transition rule of the animation I had the blend setting duration set to 0.2' I just had to set it to zero. sometimes I have this small things that I get stuck on them for hours

    anyway sorry for the time, and thanks a lot for the help

    cheers

    leo

    Comment


      Originally posted by leo bar View Post
      hi knut

      thanks for the corrected function - problem solved

      the other issues was solved too. it seems that In my abp_unit in the transition rule of the animation I had the blend setting duration set to 0.2' I just had to set it to zero. sometimes I have this small things that I get stuck on them for hours

      anyway sorry for the time, and thanks a lot for the help

      cheers

      leo
      Glad you figured it out, Leo Getting stuck on something small and stupid is one of the great joys of game development. Let me know if you come up with a better solution for the climb animation while working on it, as I'm not too happy with the current implementation.
      The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

      Comment


        Hey Knut,

        First off, fantastic package you have here. Really appreciate how much work you put into support for it too.

        Now I'm pretty new to UE4 blueprints as are a few other people I've seen here. I have had a number of searches but not found exactly what I was after so I thought I'd ask, sorry if it has already been covered.

        If I was trying to create a free roam game that changed over to turn based for combat but was not using the grid (think Divinity with AP used for movement based on distance as well as abilites) would you suggest just starting from scratch using your turn based stuff as examples, or is there a simpler way to remove the grid? I'm guessing not since most things are tied into it in one way or another but just wanted to check before I spend time reverse engineering things.

        Thanks!

        Comment


          hi knut

          I am going to make my own animation for climbing (this one is not good for me)

          but in order to make the climb animation in the toolkit more smooth and flowless here are the steps to correct it:

          1. in abp_unit_ex in the anime graph you have to change some of the transition rules settings. first go to transition between the idl_walk_run and climb start and change the duration to 0.1 (under the blend settings). next do the same for all the transition except from the last one that go back to the idl_walk_run (it should be at 0.0).

          2. in the abp_unit_ex event graph go to the climb up event and disconnect the pan to location (its mess up the blend).

          3. make sure the animnotify at the ladder_loop is at the very end.

          that's it ! you good to go. its not perfect by any mean(the position of the keyframe in the 3 animation is not the same from start to finish ) but it good.

          hope its help, let me know if you need more Clarifications. its working good on my part.

          cheers

          leo

          Comment


            Originally posted by Loadout View Post
            Hey Knut,

            First off, fantastic package you have here. Really appreciate how much work you put into support for it too.

            Now I'm pretty new to UE4 blueprints as are a few other people I've seen here. I have had a number of searches but not found exactly what I was after so I thought I'd ask, sorry if it has already been covered.

            If I was trying to create a free roam game that changed over to turn based for combat but was not using the grid (think Divinity with AP used for movement based on distance as well as abilites) would you suggest just starting from scratch using your turn based stuff as examples, or is there a simpler way to remove the grid? I'm guessing not since most things are tied into it in one way or another but just wanted to check before I spend time reverse engineering things.

            Thanks!
            Hey Loadout, happy to hear you think highly of the toolkit. I'm not sure I'm able to give you an unambiguous answer to your questions, though. If I was to make a game like the one you describe myself I'd use the toolkit as a base, but then I naturally have a very good overview of everything the toolkit does, including what functionality assumes there is a grid and what does not.

            As this will likely not be the case with you you might potentially lose a lot of time trying to figure out what can be used and what cannot, which means that a clean slate and using the toolkit for inspiration might be the best answer. I'm not certain, though. With the newer version of the toolkit things are very modular and most gameplay stuff is defined in the abilities. For the most part you would be able to use stuff like the turn order, action system etc. mostly as is, while you could implement your gameplay within the abilities.

            For instance, you could create an ability that instead of using RunPathfinding to find a movable area on the grid, uses UE4's navigation system to find an area you can navigate to within a radius. Then in the ServerInteract event for the ability, instead of checking the movement cost of the clicked index and using that to reduce AP you would get the clicked World location and check it against the navmesh. Stuff like that.

            So yeah, a bit difficult to answer. If you like how the toolkit is organized it is probably worth a try, but if it keeps feeling like you're being constrained by my grid based design decisions perhaps start from scratch instead.

            Originally posted by leo bar View Post
            hi knut

            I am going to make my own animation for climbing (this one is not good for me)

            but in order to make the climb animation in the toolkit more smooth and flowless here are the steps to correct it:

            1. in abp_unit_ex in the anime graph you have to change some of the transition rules settings. first go to transition between the idl_walk_run and climb start and change the duration to 0.1 (under the blend settings). next do the same for all the transition except from the last one that go back to the idl_walk_run (it should be at 0.0).

            2. in the abp_unit_ex event graph go to the climb up event and disconnect the pan to location (its mess up the blend).

            3. make sure the animnotify at the ladder_loop is at the very end.

            that's it ! you good to go. its not perfect by any mean(the position of the keyframe in the 3 animation is not the same from start to finish ) but it good.

            hope its help, let me know if you need more Clarifications. its working good on my part.

            cheers

            leo
            Thanks a lot, Leo! I'll test out your suggestions and will add them to the next update.
            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

            Comment


              To clarify I'm trying to make the damage modified when certain units hits each other and i was wondering where i can modify that in the blueprint as i couldn't find the health variable from within the Bp_Unit.

              Comment


                Originally posted by EagleEyeGamma View Post
                To clarify I'm trying to make the damage modified when certain units hits each other and i was wondering where i can modify that in the blueprint as i couldn't find the health variable from within the Bp_Unit.
                BP_Unit has two health variables. CurrentHealth is the one you most likely want to modify. MaxHealth is primarily used to inform the health bar. These variables are both in BP_Unit's public variables. Perhaps you cannot find them because you're looking for them in one of BP_Unit's child actors and have forgotten to select show inherited variables? Note that CurrentHealth is used to inform the game logic, but modifying CurrentHealth will not lead to any visible changes for the player. For this you need to queue an action to ReceiveDamage. Check out my video tutorials on the Action System if this part is unclear.
                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                Comment


                  hi knut

                  not sure, maybe it was on an old version but i saw once that you fix the spline of the climbing but i cant find it. is it still in the toolkit?

                  thanks in advance

                  leo

                  Comment


                    Originally posted by leo bar View Post
                    hi knut

                    not sure, maybe it was on an old version but i saw once that you fix the spline of the climbing but i cant find it. is it still in the toolkit?

                    thanks in advance

                    leo
                    Oh, good catch. Seems I've set the wrong default ability for the unit in the experimental map Use Ability_Move_Ex for the corrected spline
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                    Comment


                      great, thanks a lot knut

                      Comment


                        Hey,
                        in the 2D version of the GridManager the tiles in move range are displayed with an outline, as seen in XCOM, Mutant Year Zero etc. Would it be possible modify the way tiles are displayed in the 3D version in the same way?

                        Comment


                          Originally posted by Dan.Ott View Post
                          Hey,
                          in the 2D version of the GridManager the tiles in move range are displayed with an outline, as seen in XCOM, Mutant Year Zero etc. Would it be possible modify the way tiles are displayed in the 3D version in the same way?
                          Depends on the game. Making XCOM-style outlines is a problem I've tried to tackle at multiple occasions, and finding a generic implementation that is performant works for all sorts of games has been very challenging. The approach used in the 2D example uses an outline shader and instanced static meshes. It works great for maps with flat tiles and limited variability in height between tiles. For games using terrain (such as your game) the outline will look jagged and weird. I have not yet found a solution I'm happy with for such a game.
                          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                          Comment


                            Hey, hope you're well.

                            I was looking to add the functionality for changing one's active unit in faction by clicking on them. This is built in to BP_Ability_MoveAttack, but I'm having trouble finding it so that I can copy it over to BP_Ability_Move, as that's my default ability for units.

                            Currently, nothing happens when you click one of your own units using BP_Ability_Move (it just assumes the square is invalid). Would love to know how you did this with MoveAttack.

                            Thanks!

                            Comment


                              If you have time, your help on this would also be much appreciated, otherwise hopefully we can take a crack at it another day. Thanks

                              2) Selecting multiple Units to be able to attack together/add their damage together for a single attack. This is also a case where range isn't an issue, the Units only need to be able to attack adjacent enemies and adjacent corner objects.

                              Comment


                                Originally posted by behappyandsm1le View Post
                                Hey, hope you're well.

                                I was looking to add the functionality for changing one's active unit in faction by clicking on them. This is built in to BP_Ability_MoveAttack, but I'm having trouble finding it so that I can copy it over to BP_Ability_Move, as that's my default ability for units.

                                Currently, nothing happens when you click one of your own units using BP_Ability_Move (it just assumes the square is invalid). Would love to know how you did this with MoveAttack.

                                Thanks!
                                Unit switching functionality is built-in as the "Default Click" function in BP_Ability. Call DefaultClick from your ability when you click a friendly unit and it should work.

                                Originally posted by behappyandsm1le View Post
                                If you have time, your help on this would also be much appreciated, otherwise hopefully we can take a crack at it another day. Thanks

                                2) Selecting multiple Units to be able to attack together/add their damage together for a single attack. This is also a case where range isn't an issue, the Units only need to be able to attack adjacent enemies and adjacent corner objects.
                                I've given this one a go no. I threw together a basic implementation that should hopefully be enough to get you started. Here it is in action:



                                I created a new ability that is a child of BP_AbilityBase for this. For testing I'm activating it through the player controller (as well as hiding the current active unit marker):



                                The rest is done within the ability. Whenever I click a unit owned by the active player I spawn a marker on it and add a reference to the unit and the marker in a TMap. When I click a unit already in the map I remove it from the map and delete the marker. When I click a unit not owned by the active player I deal damage and queue attack actions from all units in the TMap, the action being handled within this ability.

                                Here is a link to the pastebin. It could be better organized as I kept everything in the event graph to make it possible to link as a single pastebin.

                                Hope this is enough to get you started.
                                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                                Comment

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