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    Originally posted by EagleEyeGamma View Post

    Hey Monokkel,

    I still haven't figured out the movement but I have made it so only the super effective attacks allow people to go again.

    Thanks, EagleEyeGamma
    Hey, sorry for ignoring your previous posts. Just absent-mindedness. You can use a status effect for temporary buffs. On activation you would apply the buff and on UnitEndTurn you would revert the buff. Check out the BP_SE_MindControl status effect for an example of a temporary effect. Just replace the mind control stuff with your buffing.

    Your setup seems reasonable. Only thing I would change is that you spawn the emitters during the ExecuteAbility function, which is dedicated to game logic. You should keep the visual stuff within the AnimateAction events (unless it is truly immediate stuff that is not queued and displayed to the client, such as moving mouse hover markers etc.). If not, the emitters might trigger before the rest of the attack is played.

    I'm sorry, but I don't understand what you mean when you want the player to have full movement before attacking. Do you want to click a unit and have the active unit automatically both move and attack?
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      I want to make it so after they make an attack they gain full movement again and then repeat until they make a effective or not effective elemental attack.

      Thanks, EagleEyeGamma.

      Comment


        Hey, I was wondering, what's the best way to change the camera settings so that it doesn't hop around as the active unit changes. Also, what would you recommend for making the sky visible when played? Even in a new level with a sky, when I play the project it disappears.

        Thanks

        Comment


          Originally posted by Monokkel View Post
          Do you have any remaining questions that you have not fixed yourself?
          Monokkel At now, I'm ok. No problem. Thank you!

          Comment


            Originally posted by EagleEyeGamma View Post
            I want to make it so after they make an attack they gain full movement again and then repeat until they make a effective or not effective elemental attack.

            Thanks, EagleEyeGamma.
            If you're using BP_Ability_MoveAttack as a base, when the ability is activated 2AP means the unit can move and attack and 1AP means that it can only attack. If you want it to be able to do both after an attack, make sure that the unit's current AP is set to at least 2.

            Originally posted by behappyandsm1le View Post
            Hey, I was wondering, what's the best way to change the camera settings so that it doesn't hop around as the active unit changes. Also, what would you recommend for making the sky visible when played? Even in a new level with a sky, when I play the project it disappears.

            Not sure if I follow. With the top-down camera you would necessarily not see the sky, but in the Hybrid example map where you can see up, the sky is visible.

            For stopping the camera from following units you can set bEnableFollowCam to fale in BP_GridCamera

            Thanks
            Originally posted by HyalineV View Post

            Monokkel At now, I'm ok. No problem. Thank you!
            Great
            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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              From a standard topdown template project how would I go about adding a turn
              based encounter?

              Comment


                Originally posted by Commander View Post
                From a standard topdown template project how would I go about adding a turn
                based encounter?
                Take a look at the "Hybrid" map in Maps/Experimental. It shows how to set something like that up using the Third Person template. You should be able to do something very similar with the top down template. Try following that approach and let me know if you run into any difficulties.
                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                  Heya Monokkel,

                  I am using the hybrid/experimental version of ATBTT to create my game with free roam until combat. I would like to use a radial wheel to have the player select possible actions (movement, attack types, magic, etc..). Can you suggest a good spot in the code to insert my radial wheel creation? Any other suggestions for this type of game would be greatly appreciated.

                  Thanks,

                  Comment


                    Originally posted by McNuggets87 View Post
                    Heya Monokkel,

                    I am using the hybrid/experimental version of ATBTT to create my game with free roam until combat. I would like to use a radial wheel to have the player select possible actions (movement, attack types, magic, etc..). Can you suggest a good spot in the code to insert my radial wheel creation? Any other suggestions for this type of game would be greatly appreciated.

                    Thanks,
                    Sounds kind of like the ability bar used in the Advanced map, but displayed on a wheel and that can be hidden/shown by clicking? If this seems right use the ability bar as a starting point, but change the layout to a radial wheel. Then in the player controller you can tie an input event to showing and hiding the wheel.

                    You can access the ability box like so:
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                      Hi Monokkel !

                      Because your help, my work is going good! Thank you!

                      Today, I got a suggestion. Of course, decision is yours. But consider this once please.


                      This is function "SetupTileMarkers" in BP_Ability


                      It check if grid manager is hex, then set the tile marker mesh and decal to hex.


                      I changed like this

                      Click image for larger version  Name:	03.jpg Views:	0 Size:	242.8 KB ID:	1692783


                      In yours, for checking grid manager is hex or not, you use name of grid manager by GetClass.
                      Because of this, When I use new grid manager with inheritance, I have to change name of those parameter of GetClass functions.
                      To check if grid manager is hex or not, using the class name of grid manager looks not good in flexibility.

                      Especially, if I use many different grid managers in same game, this can be problem.

                      In here, I use casting to BP_GridManager_Hex, but I don't think it's best way. Maybe gameplay tag will be good option. Or, there will be more better way that I can't imagine now.
                      (There are simmilar things in ATBTT. From now, I have to modify all of them.)

                      How do you think about changing the way to check if grid is hex or not? And, If you have more good idea about this, please tell me
                      I want to use your toolkit when you upgrade ATBTT continually, So I suggest this

                      Thank you!
                      Last edited by HyalineV; 11-30-2019, 10:48 AM.

                      Comment


                        Originally posted by HyalineV View Post
                        Hi Monokkel !

                        Because your help, my work is going good! Thank you!

                        Today, I got a suggestion. Of course, decision is yours. But consider this once please.


                        This is function "SetupTileMarkers" in BP_Ability


                        It check if grid manager is hex, then set the tile marker mesh and decal to hex.


                        I changed like this

                        Click image for larger version Name:	03.jpg Views:	0 Size:	242.8 KB ID:	1692783


                        In yours, for checking grid manager is hex or not, you use name of grid manager by GetClass.
                        Because of this, When I use new grid manager with inheritance, I have to change name of those parameter of GetClass functions.
                        To check if grid manager is hex or not, using the class name of grid manager looks not good in flexibility.

                        Especially, if I use many different grid managers in same game, this can be problem.

                        In here, I use casting to BP_GridManager_Hex, but I don't think it's best way. Maybe gameplay tag will be good option. Or, there will be more better way that I can't imagine now.
                        (There are simmilar things in ATBTT. From now, I have to modify all of them.)

                        How do you think about changing the way to check if grid is hex or not? And, If you have more good idea about this, please tell me
                        I want to use your toolkit when you upgrade ATBTT continually, So I suggest this

                        Thank you!
                        Thanks for the suggestion I agree that this part is one of the ugliest hacks in the toolkit, but it is mostly there for debugging purposes. In a real game I would probably not use that code at all, and it is set up so that it is ignored if the ability does not use the default hover marker mesh. In an actual game I expect people to either use only hexagonal grids or only use square grids, so there is no reason to have code that checks what type of grid you are using. So when making abilities for your game I recommend just selecting the components directly in the ability's component hierarchy and assigning the mesh manually. The code is simply there for simple testing and debugging, so I don't worry too much that it is not extendable, as I would not recommend extending on this code unless you're making a very uncommon TBS that utilizes both hexagonal and square grids using the same abilities. Regardless, what you have changed might be a cleaner solution than what is currently in the toolkit and I will consider adding it in a future update.
                        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                          Hey Monokkel,

                          Thanks for the tip on the ability bar to radial wheel switch. For my game, I like the free roam till combat trigger of the hybrid system, but I would like the combat (ability bar/or wheel) that is set up in your advanced map. Is there a way to combine the two?

                          Thanks

                          Comment


                            Originally posted by McNuggets87 View Post
                            Hey Monokkel,

                            Thanks for the tip on the ability bar to radial wheel switch. For my game, I like the free roam till combat trigger of the hybrid system, but I would like the combat (ability bar/or wheel) that is set up in your advanced map. Is there a way to combine the two?

                            Thanks
                            I cannot see any reason why it should not be able to combine the too. The advanced example differs only in the blueprint components added to the grid manager and units, while the Hybrid map differs from default by its turn manager and unit. If you add the CoverSystem and/or StealthSystem to the GridManager you're using and UnitAbilitySystem, UnitExtraAbilities and UnitStealthSystem to the units you are using that should be enough. Let me know if you run into any difficulties.
                            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                              Monokkel, combining the hybrid and advanced worked like a charm. I have another question though, after reparenting the BP_ThirdPersonCharacter to my own custom character has caused the attack part of the turn based combat not to engage. I can click the movement icon and move, but neither the AI character or the player controlled character can attack. I once again thank you for any and all advice you may have.

                              Thanks,

                              P.S. The problem occurs when i click the attack icon, the blue(movement) squares disappear and the red (attack) squares never appear.
                              Last edited by McNuggets87; 12-04-2019, 11:43 AM.

                              Comment


                                Originally posted by McNuggets87 View Post
                                Monokkel, combining the hybrid and advanced worked like a charm. I have another question though, after reparenting the BP_ThirdPersonCharacter to my own custom character has caused the attack part of the turn based combat not to engage. I can click the movement icon and move, but neither the AI character or the player controlled character can attack. I once again thank you for any and all advice you may have.

                                Thanks,

                                P.S. The problem occurs when i click the attack icon, the blue(movement) squares disappear and the red (attack) squares never appear.
                                Hmm, odd. Could be any number of things happening, really. I'll have to ask you to look into it a bit more if I am to give you a solution. What abilities are you using? If you're using BP_Ability_Laser (the one from the advanced example), red squares only appear under enemy units in range and not on empty tiles. Might this be what is happening? If this is not the case you can try using breakpoints to see at what point the execution chain fails. For example you can add a breakpoint to OnClicked in WBP_Ability and then use FrameSkip to step through the execution chain. See if anything seems wrong here. Does the correct ability get activated? If so, is FindTilesInRange called etc. Give me a description of what seems to happen and I'll try to help you out.
                                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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