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    Originally posted by yucu View Post
    Hi Monokkel


    I want to be able to end the game based on a property of a Faction. I would like this variable to be increased based on passage of time. Ideally, I'd like to show this counter updated on the screen on a regular basis, say every second, and fire an event or end the game when threshold is reached.

    What would you say that the relevant objects, events and modifications to accomplish this be?

    Apologies if something similar has been answered before. Feel free to point me to an earlier post if there is one. My search came up empty.

    Thank you for your continuing support.
    Hi yucu, apologies for the late answer. I'm afraid I don't completely understand the question, though. Could you elaborate on what you want to achieve mechanically? Is this a turn timer that ends the turn when it has reached a value? Without knowing more of exactly what you want to achieve it is difficult to make specific recommendations. It sounds like something you could do in BP_TurnManager. Have an integer variable that you increment every second, bind this integer to a text widget, check the value in the turn manager each time it is incremented and fire you end game event when it reaches a specified value. Something like that, though it depends on exactly what you want to achieve.

    Originally posted by RTE1984 View Post

    Do you have any updates on when Epic is pushing the new version? I assume it isn't up yet because the marketplace page still says 4.24 is the newest version.
    I have not heard from them yet. Apparently the marketplace team is pretty overwhelmed at the moment. Seems like a lot more people have begun submitting assets during Corona lockdown.
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      Hellow guys, Im trying to create dedicated server, and play my project with the friend, but I can't figure out what's wrong. I've already tried about 3-4 tutorials but it won't help. here are my configs and logs. Also, i have a custom session, I'll attach it.

      Attached Files

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        Originally posted by Monokkel View Post

        Hi yucu, apologies for the late answer. I'm afraid I don't completely understand the question, though. Could you elaborate on what you want to achieve mechanically? Is this a turn timer that ends the turn when it has reached a value? Without knowing more of exactly what you want to achieve it is difficult to make specific recommendations. It sounds like something you could do in BP_TurnManager. Have an integer variable that you increment every second, bind this integer to a text widget, check the value in the turn manager each time it is incremented and fire you end game event when it reaches a specified value. Something like that, though it depends on exactly what you want to achieve.



        I have not heard from them yet. Apparently the marketplace team is pretty overwhelmed at the moment. Seems like a lot more people have begun submitting assets during Corona lockdown.
        The marketplace page now says it is compatible with 4.25, does that mean the update was pushed? Is the only way to find out is create a new project to see the differences?

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          Originally posted by RTE1984 View Post

          The marketplace page now says it is compatible with 4.25, does that mean the update was pushed? Is the only way to find out is create a new project to see the differences?
          Yep, it is out! If you are allowed to create a new ATBTT project for 4.25 through the launcher that means the update is live.

          Originally posted by SpamBotWinner View Post
          Hellow guys, Im trying to create dedicated server, and play my project with the friend, but I can't figure out what's wrong. I've already tried about 3-4 tutorials but it won't help. here are my configs and logs. Also, i have a custom session, I'll attach it.
          Setting up a dedicated server in C++ is not something I know anything about, I'm afraid.
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            Hey Monokkel - I've been lurking for a very very long time. I purchased the toolkit back in July of 2017. I wanted to say that you have been extremely Epic in your support to everyone, so thank you. I find myself waiting to jump in as you keep improving on the content of this asset. I should probably take this "extra" time and actually start. In any case...you have a great product and even better support. Thanks again.

            Comment


              hi mono

              in the new build i get a warning if i try to run the experimental- split animation map.

              when you climb on a ladder get get this warning - Attempted to access index 0 from array 'Actors_48_C65EEEEA4722265004E44098B2A1335D' of length 0 in '/Game/AdvancedTurnBasedTileToolkit/Core/FAction.FAction'

              leo

              Last edited by leo bar; 05-14-2020, 05:54 PM.

              Comment


                Originally posted by leo bar View Post
                hi mono

                in the new build i get a warning if i try to run the experimental- split animation map.

                when you climb on a ladder get get this warning - Attempted to access index 0 from array 'Actors_48_C65EEEEA4722265004E44098B2A1335D' of length 0 in '/Game/AdvancedTurnBasedTileToolkit/Core/FAction.FAction'

                leo
                Thanks for letting me know, leo. I need to be more vigilant in testing the experimental content when there is a new engine update. I'll look into it soon and find a fix.
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                  This same question has been asked before a bit further down in the question here. I'll paste in my previous reply:


                  Sure, creature stacks in HoMM are functionally the same as single units with a special additional "CreatureCount" health variable that also affects damage. That should be simple enough to set up. Add an integer variable to your unit blueprint that tracks the number of creatures in the stack. When the unit takes damage look at the remaining health after taking damage and set the number of remaining creatures equal to ceil(CurrentHealth/IndividualCreatureHealth). When the unit attacks other units multiply its damage by CreatureCount. You shouldn't need much more than that. Let me know in my support thread if you need any more assistance.


                  send an image more specific hou to add multiple crestures like heroes of might and magic

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                    Hi Monokkel,

                    I know we've talked a little about this but I was wondering if I could get some more help / clarification on the tile connecting feature.

                    I am still admittedly not well versed in your toolkit, I am still wrapping my head around everything it does and how. I am more designer than programmer.

                    Before this new update I assumed you could not connect separate grids but I recently I discovered I could use the heightmap feature to connect multiple blueprints as long as they're all inside the bounding box. Is this the route I should be taking? I will be needing the ability for the player to draw a random blueprint tile (from an array of like 32 pre-made blueprint tiles) with a 3x3 grid and let them connect it to the most recent tile on the board, they will also be able to pick from 2 different sides to connect it.

                    In the new update, what new feature did it add that helps me accomplish this?

                    Sorry if you felt like you answered this already,

                    Thanks

                    Comment


                      Originally posted by leo bar View Post
                      hi mono

                      in the new build i get a warning if i try to run the experimental- split animation map.

                      when you climb on a ladder get get this warning - Attempted to access index 0 from array 'Actors_48_C65EEEEA4722265004E44098B2A1335D' of length 0 in '/Game/AdvancedTurnBasedTileToolkit/Core/FAction.FAction'

                      leo
                      Hi, I'm not able to replicate this issue. Could you give me the repro steps?

                      Originally posted by ser.man94 View Post
                      send an image more specific hou to add multiple crestures like heroes of might and magic
                      Here is a starting point:

                      Create a duplicate of BP_Unity_Anim. Remove the HealthBar component and the functions referring to it (ModifyHealthBar and SetupHealthBar). Add a text render component to display the unit amount (a bit basic, but works for demo purposes). Enable tick and rotate the text render to face the camera on tick:



                      Add a function to update the amount text:



                      In this setup I'm calculating the number of units through CurrentHealth. So for instance if current health is three times max health there are three units. Add these functions to find the current amount of units and to get the amount of units based on an input health value:




                      Create an instance editable StartingAmount integer value to be able to set the amount in the editor or on spawn. Also update the amount text in the construction script:


                      So far so good. Now we want to create an ability that modifies damage based on the number of units. We also want it to pass the amount of remaining units after an attack to the action system, so we can modify the number at the appropriate time.

                      For this example I've duplicated BP_Ability_MoveAttack. In ExecuteAbility I calculate damage using the unit amount and store it in a local variable. Then I feed this into The Attack queued action and TakeDamage event. Note that in the attack action I'm feeding the remaining amount of units after damage instead of the damage value I use in BP_Ability_MoveAttack:



                      In AnimateAction I feed it into the Attack event (which I've changed to take an integer parameter):



                      and then within said action I pass it on to the action to be executed on the target unit:



                      We follow the action to where it is animated, where we update the amount text and decide if the unit is to go through its death animation code based on the remaining number of units that we passed:



                      And finally there you have it:





                      Originally posted by RTE1984 View Post
                      Hi Monokkel,

                      I know we've talked a little about this but I was wondering if I could get some more help / clarification on the tile connecting feature.

                      I am still admittedly not well versed in your toolkit, I am still wrapping my head around everything it does and how. I am more designer than programmer.

                      Before this new update I assumed you could not connect separate grids but I recently I discovered I could use the heightmap feature to connect multiple blueprints as long as they're all inside the bounding box. Is this the route I should be taking? I will be needing the ability for the player to draw a random blueprint tile (from an array of like 32 pre-made blueprint tiles) with a 3x3 grid and let them connect it to the most recent tile on the board, they will also be able to pick from 2 different sides to connect it.

                      In the new update, what new feature did it add that helps me accomplish this?

                      Sorry if you felt like you answered this already,

                      Thanks
                      Hi RTE, the best way to do this is not to use multiple grid managers, but rather to extend the existing grid manager. I will show you a simple setup that will give you a starting point for what you're describing.

                      First I've created a 3*3 tile blueprint. It has nothing except some square tile meshes and there is no code in it. The root is under the central tile.



                      Then in BP_GridManager I've created a simple setup that gets the location of the tile under the cursor when you press space bar and spawns one of these 3*3 tile actors there. The code I use to get the appropriate location outside the original grid should probably be a utility function in itself. I'll include something like it in the next update.

                      After spawning it I use the new UpdateTilesInRange function to add the tiles in the area around the new actor to GridLocations and GridEdges. The next time a RunPathfinding function is run, these will now be included in the search if in range.



                      You would proably want to do something like this through something else, depending on your needs. An ability is what I would have gone for.

                      For testing I've added a map with a 3*3 BP_GridManager as well as a large Plane mesh for blocking the mouse trace events in GetHitTileLocationAndIndex:



                      And there you go:



                      Note that you cannot add tiles that have negative relative X and Y coordinates to BP_GridManager. Just make sure to build your map within the constrainst of where the grid manager would expand to if you were to increase GridSizeX and GridSizeY.
                      Last edited by Monokkel; 05-15-2020, 04:55 PM.
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                        hi mono

                        1. new build run the experimental- split animation map
                        2. climb a ladder
                        3. as soon as the climb start you will get two warning in the log .

                        i fixed it in the turn manager in the show selection, i input an active unit in the queue action and in the follow actor function. it as some troubles with the current action- actor index 0

                        Comment


                          Originally posted by leo bar View Post
                          hi mono

                          1. new build run the experimental- split animation map
                          2. climb a ladder
                          3. as soon as the climb start you will get two warning in the log .

                          i fixed it in the turn manager in the show selection, i input an active unit in the queue action and in the follow actor function. it as some troubles with the current action- actor index 0
                          Ah, there it is, thanks. You can solve this by inputting an empty actor into the ShowSelection queue in the Climb event of BP_Unit_Anim_Ex:



                          An inelegant solution, though. I will add validity checks to the FAction getters in the next update to allow for checking variable validity within an action.
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                            Hi Monokkel,

                            Great day! I intend to make a plan phase and execute phase in every turn encapsulating both individual unit of each team. For example, in a game where there are 2 opposing teams with 1 unit per team, the turn 1’s plan phase is when team A plans the unit’s movement and action then store it in a variable then team B does the same. Then the plan phase is done and the execute phase starts by implementing the stored variables for both team A and B at the same time. Then that ends the execute phase then turn 2 starts by going back to another plan phase. I would like to ask for your help on how to go about it please.

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                              Originally posted by KaotiKTyphooN View Post
                              Hey Monokkel - I've been lurking for a very very long time. I purchased the toolkit back in July of 2017. I wanted to say that you have been extremely Epic in your support to everyone, so thank you. I find myself waiting to jump in as you keep improving on the content of this asset. I should probably take this "extra" time and actually start. In any case...you have a great product and even better support. Thanks again.
                              Hi, sorry did not see your message until now. Seems like Epic held it for review, as they sometimes do for first posts. Thanks a lot for the kind words! The toolkit has been in constant development, and probably won't stop for a while more, so it is difficult to recommend some future date to start when the toolkit is "final", as I don't know if that is a state I will ever reach, as I always come up with new ideas for features or refactors
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                                Hey Monokkel, first time posting in the thread but I'm another one of those long time lurkers and owners of the toolkit, I believe since 2015 Thanks for doing a great job with all of the updates over the years as I've checked back in periodically to see how things are going and I'm always impressed with the improvements!

                                I've recently been inspired and have begun working on my own project, but I wanted to see if you had at least part of a solution to what I'm trying to accomplish. So what I'm looking at doing is having an amount of points that each player is allowed to spend on various unit types that each have their own cost. This should be simple enough by adding a "cost" stat to the units and referring to it when building your team, but the tricky part is I'd like to have it where some types of units are actually groups of individual units - not just a stack of units HoMM style - and these groups would be called Troops. For example, let's say we take the generic ranged unit from the default map and pretend he's part of a Troop called Gun Guys that costs 50 of your allotted points: it would be a group of 3 of that same exact ranged unit, all have the same stats, abilities, etc.

                                The first goal here is to be able to purchase Troops in multiples; if I were to spend 150 points on Gun Guys I'd get 9 ranged units total. This may not be as difficult as I'm making it out to be, I just may have not figured it out because I'm not sure how to group the units, which leads me to the next goal.

                                The second goal, which is what I was looking to get help with the most, is to be able to have these Troops play in a certain manner compared to regular solo units. So in the game a player takes a turn with a unit and then the next player may take a turn with a unit and so on. What I'd like from the Troops is when it's their turn you are allowed to take a turn with up to their base amount of units: using the example from before, I have 9 Gun Guys units on the map, and since Gun Guys is a Troop made up of 3 units, I may take a turn with up to any 3 Gun Guys units I own no matter where they are located before the turn passes to the next player.

                                Hopefully I explained that all well enough and didn't drone on for too long, I just wanted to get things out as clearly as I could. I'd appreciate any help you could give me and I realize the whole points thing doesn't necessarily align with the toolkit from it's base features, but if anything I was most curious if the multiple unit group turn was able to be done and figured the points explanation might give some insight into my overall direction of having a scaling group of individual units. Thanks again!

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