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    Hey Monokkel,
    thank you for the quick work-around. That's what I thought. You are also experiencing the same problem with the remove object from grid function(the remove is not reflected back to the struct array), right?

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      Originally posted by justus10000 View Post
      Hey Monokkel,
      thank you for the quick work-around. That's what I thought. You are also experiencing the same problem with the remove object from grid function(the remove is not reflected back to the struct array), right?
      Yeah, sorry. You need to do the same thing there. UE4 has gone back and forth a bit on whether manipulating nested arrays directly is functional.

      Edit: I've modified the function a bit further to prevent the map filling up with empty values:

      Last edited by Monokkel; 04-10-2020, 09:56 AM.
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        Originally posted by Monokkel View Post

        Yeah, sorry. You need to do the same thing there. UE4 has gone back and forth a bit on whether manipulating nested arrays directly is functional.

        Edit: I've modified the function a bit further to prevent the map filling up with empty values:

        Perfect. Thanks!

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          There is a super weird issue with PMs that has been happening to me a while. I can see some of the text in my e-mail preview, but when I go to read the PM on the forums it is blank. Sometimes it is in text the first time, but then it goes blank later. Hayden Meek: I'm sorry, but I can't see your PMs now. Could you post in this thread instead? The PMs look like this:



          Anyone experiencing something similar or know what the problem might be?
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            Hey Knut! Just want to say how great this toolkit is! I so appreciate the work you've put into both making this kit and making the time to support it with videos and this forum. Makes it easier for me to pick through the blueprints for what I want, though I'll admit that I am dumb environment artist and not a programmer.

            With that in mind, I hope you don't mind me asking a few questions:

            Firstly, in one of your older tutorials, you quickly altered the square grid to a hex grid by switching out meshes and altering a few settings. However, now I am looking to switch the advanced square grid to a hex one and I am unable to locate anything obvious in scripting or otherwise. Does a simple option still exist? Would it merely be easier to add the advanced components to the hex grid instead, rather than converting the current advanced square grid to a hex?

            If I wanted to spawn in enemy units in varying amounts at varying times during the game (Turn 10 would see three groups spawn, for example), how would I go about this? I followed some other post you made about this, but it seems out of date.

            If I wanted to group enemy's turns based on their initiative, would this be possible? I want to spawn quite a few enemies, and I would like all enemies with the same initiative to act at the same time to save player's time.

            Thank you in advance!
            Last edited by gpb89; 04-13-2020, 10:14 AM.

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              Originally posted by gpb89 View Post
              Hey Knut! Just want to say how great this toolkit is! I so appreciate the work you've put into both making this kit and making the time to support it with videos and this forum. Makes it easier for me to pick through the blueprints for what I want, though I'll admit that I am dumb environment artist and not a programmer.
              Glad you like it No worries, we all have to start somewhere. Hope the toolkit will serve as a good learning tool.

              Originally posted by gpb89 View Post
              Firstly, in one of your older tutorials, you quickly altered the square grid to a hex grid by switching out meshes and altering a few settings. However, now I am looking to switch the advanced square grid to a hex one and I am unable to locate anything obvious in scripting or otherwise. Does a simple option still exist? Would it merely be easier to add the advanced components to the hex grid instead, rather than converting the current advanced square grid to a hex?
              BP_GridManager_Adv is literally just BP_GridManager with the stealth and cover components attached, so just add these components to the hex grid and you're golden.

              Originally posted by gpb89 View Post
              If I wanted to spawn in enemy units in varying amounts at varying times during the game (Turn 10 would see three groups spawn, for example), how would I go about this? I followed some other post you made about this, but it seems out of date.
              You can spawn units just like any other actor (By using the SpawnActorFromBlueprint node). There are exposed variables for placing the unit on the grid and in initiative on spawn. If you want to do this on turn 10 you could check the value of CurrentTurn near the end of EventBeginNewTurn (in BP_TurnManager), before the InitializeQueuedActions function is called. If the value is 10 you could then spawn your units.

              Originally posted by gpb89 View Post
              If I wanted to group enemy's turns based on their initiative, would this be possible? I want to spawn quite a few enemies, and I would like all enemies with the same initiative to act at the same time to save player's time.
              Not sure if I understand what you mean here. Are you talking about having the enemy units act one after another, not going between the turns of individual player controlled units? If so this should be default player behavior? Or are you talking about animation everything all enemy units do simultaneously (which is pretty tricky to do). Which is it?
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                Originally posted by Monokkel View Post

                Glad you like it No worries, we all have to start somewhere. Hope the toolkit will serve as a good learning tool.
                Hello from a fellow Norwegian Great toolkit this! I'm working on this little learning project we have going as well, so I'll attempt to clarify a bit. I'm the dumb character artist doing a learn, so don't expect any programmer intelligence out of me either.

                Originally posted by Monokkel View Post
                BP_GridManager_Adv is literally just BP_GridManager with the stealth and cover components attached, so just add these components to the hex grid and you're golden.
                I watched him try this, and what happened was some odd things where the square decal spawned on top of the hexagonal one on that units turn, both for the red and blue. This was on a copied grid manager though. It worked fine when editing the original (which we really don't want to do, since we're almost certain to break it at some point). Any idea what could cause this?

                Originally posted by Monokkel View Post
                You can spawn units just like any other actor (By using the SpawnActorFromBlueprint node). There are exposed variables for placing the unit on the grid and in initiative on spawn. If you want to do this on turn 10 you could check the value of CurrentTurn near the end of EventBeginNewTurn (in BP_TurnManager), before the InitializeQueuedActions function is called. If the value is 10 you could then spawn your units.
                Golden, thanks for this!

                Originally posted by Monokkel View Post
                Not sure if I understand what you mean here. Are you talking about having the enemy units act one after another, not going between the turns of individual player controlled units? If so this should be default player behavior? Or are you talking about animation everything all enemy units do simultaneously (which is pretty tricky to do). Which is it?
                What I think he is asking here is having the enemies with initiative of one all go one after the other, have the player units with the same initiative go after that (or before, depending), and then rinse and repeat for initiative 3, 10 etc. This is likely to group enemies spawned with a set initiative to go sequentially one after the other, without having the camera bouncing back and forth if it's set to follow the units for instance. Bit of a marginal use case as far as i can tell, but hey, we're learning.

                Edit: Spoke to the man who posted, and yes he would indeed like to know if it is possible to make the units move at the same time, to save time when large hordes of enemies move in a horde mode type of game for instance. Pathing will likely be a nightmare, I know. Is it possible to simulate the moves individually, but then have the animations play at the same time?

                Takk for hjelpen!
                Last edited by Raiken; 04-14-2020, 08:28 AM. Reason: Clarifiacations

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                  Originally posted by Raiken View Post
                  Hello from a fellow Norwegian Great toolkit this! I'm working on this little learning project we have going as well, so I'll attempt to clarify a bit. I'm the dumb character artist doing a learn, so don't expect any programmer intelligence out of me either.
                  No worries, I'll do my best to explain and just let me know if you need more details.

                  Originally posted by Raiken View Post
                  I watched him try this, and what happened was some odd things where the square decal spawned on top of the hexagonal one on that units turn, both for the red and blue. This was on a copied grid manager though. It worked fine when editing the original (which we really don't want to do, since we're almost certain to break it at some point). Any idea what could cause this?
                  Ah, sorry. That is a result of one of the uglier hacks in the toolkit. For the default abilities I've set it up so that they choose a square or hexagonal markers based on the class of the current grid manager. This is just there for easy testing and debugging. For a released game there is no reason to have code that decides which markers to use based on the grid, as you will in all likelihood be using one or the other. So I'd recommend just setting the markers directly. If you're using BP_Ability_MoveAttack on your units, edit this ability and set the meshes of the various marker components to the meshes you want to use.

                  Originally posted by Raiken View Post
                  What I think he is asking here is having the enemies with initiative of one all go one after the other, have the player units with the same initiative go after that (or before, depending), and then rinse and repeat for initiative 3, 10 etc. This is likely to group enemies spawned with a set initiative to go sequentially one after the other, without having the camera bouncing back and forth if it's set to follow the units for instance. Bit of a marginal use case as far as i can tell, but hey, we're learning.
                  There are three different Turn Managers in the toolkit for various initiative behaviors. For a D&D-style initiative use BP_TurnManager_Initiative. If you ise the BP_ATBTT_Initiative GameState this turn manager will be used. Note that this will sorts units in initiative at startup, but not the new ones you add during the game. To sort the new units, call SortActorsInInitiativeOrder in the turn manager you are using, like so:



                  Originally posted by Raiken View Post
                  Edit: Spoke to the man who posted, and yes he would indeed like to know if it is possible to make the units move at the same time, to save time when large hordes of enemies move in a horde mode type of game for instance. Pathing will likely be a nightmare, I know. Is it possible to simulate the moves individually, but then have the animations play at the same time?
                  Ok, so that is a bit of a challenge, if doable. The toolkit is split up into gameplay logic that happens instantly and animation the plays out sequentially. I have played around with ways to have these animated actions run at the same time, either through sorting of the queued actions or through the use of multiple action managers working in parallel, but this is definitely not trivial to implement. If you are dead set on having this feature I can give it some more thought.

                  Originally posted by Raiken View Post
                  Takk for hjelpen!
                  Bare hyggelig
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                    Thanks for clarifying, Raiken! Haha. And thank you Monokkel for quick support. I'll do what you said when I finish work with regards to the spawning and initiative order etc.

                    Originally posted by Monokkel View Post
                    Ok, so that is a bit of a challenge, if doable. The toolkit is split up into gameplay logic that happens instantly and animation the plays out sequentially. I have played around with ways to have these animated actions run at the same time, either through sorting of the queued actions or through the use of multiple action managers working in parallel, but this is definitely not trivial to implement. If you are dead set on having this feature I can give it some more thought.
                    No, I wouldn't want impose on your time anymore! It was just a thought I had because I have plans for a horde defence sort of mode, and 20+ enemy turns in a row, with individual animations might get tiresome for the player But I could very easily just hack the movement speed or something to get it working more quickly.

                    This is what happens when two studio artists try their hand at dev...it will look very pretty but probably play out incredibly janky :P

                    Thanks again!

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                      Originally posted by Manamaster View Post
                      Hi, I'm testing the toolkit and I'm trying to do the things shown in the 4th tutorial (https://www.youtube.com/watch?v=xqVTbk-FEBU&t=440s) but for some reason the rotated tiles and the basic geometry stairs cannot be stepped on by the paws, the heightmap is in Multilevel (I've also tried with One Level and false and I get the same result), I ticked the decals to see if UE was recognizing the tiles and the stairs, but they aren't working properly.
                      I've tried this in UE 4.17.2 and 4.20.0
                      What can I do?
                      I've also tried with a mesh I modeled on 3DS Max and it isn't recognized by UE, the grid is floating above the mesh (Where the pawn is located is where the grid is set).
                      How can I fix this?
                      Hi i have the same problem here, Did you find a way to fix it?
                      Have a great day

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                        Originally posted by gpb89 View Post
                        Thanks for clarifying, Raiken! Haha. And thank you Monokkel for quick support. I'll do what you said when I finish work with regards to the spawning and initiative order etc.

                        No, I wouldn't want impose on your time anymore! It was just a thought I had because I have plans for a horde defence sort of mode, and 20+ enemy turns in a row, with individual animations might get tiresome for the player But I could very easily just hack the movement speed or something to get it working more quickly.

                        This is what happens when two studio artists try their hand at dev...it will look very pretty but probably play out incredibly janky :P

                        Thanks again!
                        Happy to help, and let me know if you need any more assistance

                        Originally posted by ecstrider View Post

                        Hi i have the same problem here, Did you find a way to fix it?
                        Have a great day
                        Hey ecstrider, I'm not able to reproduce the issue you are describing. Perhaps you're placing the meshes so that the height difference to adjacent tiles is greater than HeightImpassableCutoff? Try adjusting either the meshes' height or the value of HeightImpassableCutoff. If that doesn't work, could you post a screenshot of how the problem looks?
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                          Hi there!
                          the HeightimpassableCutoff was the "Issue" i had it a default. i increased it 300 and i was able to walk up the stairs. Thanks for the the reply. Have a great day and be safe.

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                            Hi Monokkle, I am trying to find where can i change the colors of the tiles. I even deleted the color blue and red color from the grid manager and when i press play they come up.

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                              Originally posted by ecstrider View Post
                              Hi there!
                              the HeightimpassableCutoff was the "Issue" i had it a default. i increased it 300 and i was able to walk up the stairs. Thanks for the the reply. Have a great day and be safe.
                              Glad that did the trick

                              Originally posted by ecstrider View Post
                              Hi Monokkle, I am trying to find where can i change the colors of the tiles. I even deleted the color blue and red color from the grid manager and when i press play they come up.
                              Hey ecstrider, you can set it up directly in the ability your units are using. In BP_Ability_Move check the components in the actor. You can change the decals and meshes used by that ability there directly.

                              Edit: By the way, if you want to prevent decals from bleeding onto the walls, select the wall meshes and set bReceivesDecals to false in their rendering settings.
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                                Hello Monokkel,

                                Its been awhile but everything in my project is now working wonderfully and I wanted to ask how do you limit the player's camera movement in this toolkit?
                                Just to prevent them from going out of bounds or the edge of the map.

                                Thanks< EagleEyeGamma

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