Hello! I just downloaded and am having a little trouble getting the friendly character to traverse heights (walking up a flight of stairs). I've been watching the tutorials and they said to set "auto calculate costs based on height" to true, but that option isn't available for me. Any help on this would be nice, and thank you!
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Hey knut, I upgraded to 4.23, and I was wondering if you could help me out. I noticed the movement is now based on AP, which I LOVE. But, I would like to change it so the amount of spaces the unit moves costs 1 AP per tile. So if a unit has 3 AP, then the unit can only move 3 tiles. Do you know how I can achieve this easily? Thanks!
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Originally posted by Zennisin View PostHey knut, I upgraded to 4.23, and I was wondering if you could help me out. I noticed the movement is now based on AP, which I LOVE. But, I would like to change it so the amount of spaces the unit moves costs 1 AP per tile. So if a unit has 3 AP, then the unit can only move 3 tiles. Do you know how I can achieve this easily? Thanks!
Edit: Support thread page 200!Last edited by Monokkel; 10-12-2019, 06:54 AM.The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)
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Woohoo! Page 200!
I have another question for you. I am trying to do some testing on my Android device, specifically the galaxy s7, and I am trying to double tap to move my characters, but they are not moving. Am I missing something to make it run on mobile?
I have abilities for my units if that matters.
Also, it seems to have some controller movement sticks on each side of the screen. Any idea on how to remove those?Last edited by Zennisin; 10-12-2019, 01:08 PM.
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Originally posted by Monokkel View Post
Have you run into performance issues or are you anticipating future issues? 18-24 tiles should be well within what the toolkit has been designed for. If you have encountered performance problems make sure you are testing in a packaged project. Blueprints run significantly faster in a packaged project compared to playing in editor.
If you do need a performance boost, blueprint nativization does not play well with the toolkit's pathfinding. This is due to Engine issues with blueprint structs and TMaps. The best approach is generally to manually convert what you need to C++ in any case. The good news is that I've already done this for many of the toolkit's expensive functions. So when you need it let me know and I'll format the code and share it.
Would love to see your C++ versions of expensive functions, i would certainly be using them to save where ever i can. Think i will still want to keep a BP only project and add the C++ functions in via a plugin though im not sure how sensible that is.
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Sorry for so many questions! But I'm using the experimental grid manager, for the interrupt feature, and I have units on both the Player faction, and the Enemy Faction. They all have the same initiative. But, when its each of their turns, I can't seem to switch between the characters so I can play them in a different order. Am I missing something? Thanks!
Edit: Clicking the icon in the initiative bar gives me this error:
Blueprint Runtime Error: "Accessed None trying to read property Unit". Blueprint: WBP_Initiative_Icon Function: Execute Ubergraph WBP Initiative Icon Graph: EventGraph Node: Branch
Last edited by Zennisin; 10-12-2019, 03:58 PM.
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Originally posted by Zennisin View PostWoohoo! Page 200!
I have another question for you. I am trying to do some testing on my Android device, specifically the galaxy s7, and I am trying to double tap to move my characters, but they are not moving. Am I missing something to make it run on mobile?
I have abilities for my units if that matters.
Also, it seems to have some controller movement sticks on each side of the screen. Any idea on how to remove those?
Here is a guide on how to remove the touch joysticks. This should be how the toolkit is by default, but I guess it must have been reset somehow.
Originally posted by Zennisin View PostSorry for so many questions! But I'm using the experimental grid manager, for the interrupt feature, and I have units on both the Player faction, and the Enemy Faction. They all have the same initiative. But, when its each of their turns, I can't seem to switch between the characters so I can play them in a different order. Am I missing something? Thanks!
Edit: Clicking the icon in the initiative bar gives me this error:
Blueprint Runtime Error: "Accessed None trying to read property Unit". Blueprint: WBP_Initiative_Icon Function: Execute Ubergraph WBP Initiative Icon Graph: EventGraph Node: Branch
Originally posted by elec2ron View Post
The game thread was starting to stall quite a lot at 18+ tiles i thought even in a packaged build it would still be noticeable but i will check and let you know, maybe its fine. I have added in extra checks to stop things like diagonal movement through 2 other units so perhaps thats making it worse. Moving multiple units at once is more of a future thing i am expecting problems with.
Would love to see your C++ versions of expensive functions, i would certainly be using them to save where ever i can. Think i will still want to keep a BP only project and add the C++ functions in via a plugin though im not sure how sensible that is.
The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)
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Originally posted by Monokkel View Post
Hmm, odd. Not able to replicate this. What game mode are you using? How have you set up the level more generally?
I think it has to do with the ability system? I gave both of my units the Move ability, and the Attack ability separately. Once I gave them both the singular MoveAttack ability they were able to swap between each other again. Any idea how I can fix this for if I want to split it back to 2 abilities instead of just the 1?
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Hey Knut! I fixed the Move ability! Turns out it didn't have the Default Click ability tied together when determining if its a valid target to move to.
I also added a change to the Default Click Ability, as I don't want my player to be able to switch to the opposing faction's unit.
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Hey Knut, this might be a lot, but I'll go ahead and see if you have an answer
I am looking to create an online mutliplayer game, where units can be dragged onto the grid via a card system. Do you think this is possible with the toolkit? If so, do you have any instructions on how to setup online multiplayer testing? And possibly a way to drag units onto the grid and assign them to the current player?
Any information you have about these 2 things would be FANTASTIC.
Thanks
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Zennisin: Good to see you figured it out. I really should have guessed the reason, sorry. Basically all interaction from the player to the game is done through abilities (whatever ability is active at the time). So there is not layer on top of this for unit selection, for instance. This will have to be specified within the abilities. As you found out BP_Ability_Move does not have this implemented, as it is intended as a very basic straightforward ability. Unit selection is gated through whether or not the active player owns the current unit. The same player might potentially own multiple units from different factions with the current setup. For a hot seat multiplayer sort of game, adding the sort of check you have done makes sense.
Originally posted by Zennisin View PostHey Knut, this might be a lot, but I'll go ahead and see if you have an answer
I am looking to create an online mutliplayer game, where units can be dragged onto the grid via a card system. Do you think this is possible with the toolkit? If so, do you have any instructions on how to setup online multiplayer testing? And possibly a way to drag units onto the grid and assign them to the current player?
Any information you have about these 2 things would be FANTASTIC.
Thanks
This is certainly possible. The toolkit is fully networked, so making a networked multiplayer game is supported. You assign a unit to a player by setting that unit's owner to a specific player's player controller. You can test out multiplayer games in engine through the number of players setting when you play in editor. Getting proper networked play set up is a bit more work, since you need to set things up to work with the specific network solution you are using. The Steam one is quite simple, and is the one I have used for testing. Check out Epic's documentation on the Steam subsystem here.
As for the card interaction, the basics steps aren't that difficult. You can spawn a new unit on the grid just by using SpawnActor, and BP_Unit's construction script should take care of adding the unit to the grid, adding it to initiative etc. So for your card you could have some event fire when you let go of a dragged card over the game board, get the hit location under the mouse at that point and spawn a unit actor there.The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)
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Hello,
I have two main things that I want to achieve with the grid manager but I need some insight:
1/ I want the units to be able to walk through friendly units (which is already implemented) BUT when a unit is targeting an enemy and moving towards it and there is a friendly unit right next to the enemy unit it shouldn't stop on the same tile as that unit, so basically we can't have 2 units idle on the same tile.
2/ I want to change how the path finding spline works, right now each time you enter a new tile it clears the previous path and recreate a new one with the shortest path possible, I want it to continue moving from last hovered tile, for example I hovered a tile1 it creates the path then I moved to tile10 it continues from the existing path to tile1 and create a path from that path already created to the tile10. Is there an option to activate that result or do I need to implement it, if it's the 2nd choice then can you give me an insight on how and where to achieve this.
Thanks.
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Originally posted by Latimed View PostHello,
I have two main things that I want to achieve with the grid manager but I need some insight:
1/ I want the units to be able to walk through friendly units (which is already implemented) BUT when a unit is targeting an enemy and moving towards it and there is a friendly unit right next to the enemy unit it shouldn't stop on the same tile as that unit, so basically we can't have 2 units idle on the same tile.
Originally posted by Latimed View Post2/ I want to change how the path finding spline works, right now each time you enter a new tile it clears the previous path and recreate a new one with the shortest path possible, I want it to continue moving from last hovered tile, for example I hovered a tile1 it creates the path then I moved to tile10 it continues from the existing path to tile1 and create a path from that path already created to the tile10. Is there an option to activate that result or do I need to implement it, if it's the 2nd choice then can you give me an insight on how and where to achieve this.
Thanks.The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)
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