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    Monokkel
    To add cover you add the BP_CoverSystem component to your GridManager
    Can I set the height for what is considered hull and half cover?

    The ground in JungleRaid already is a terrain Landscape
    So the grid will display on top of whatever you want (mesh, terrain)?

    Sure, you can do buildings
    Does this require a separate grid?

    Thanks for taking the time to reply.

    Comment


      Originally posted by Dijon View Post
      Can I set the height for what is considered hull and half cover?
      Yep, it can be set within the cover component.

      Originally posted by Dijon View Post
      So the grid will display on top of whatever you want (mesh, terrain)?
      Yes, anything within the bounds of the grid that blocks the PathTrace channel will be added to the grid.

      Originally posted by Dijon View Post
      Does this require a separate grid?
      You just need the one grid.
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        Hello,

        I'm still running into issues where the AI never stops assessing abilities. The error says it is thrown in update attributes, but I think it is constantly comparing it with another ability of equal value. I've logged the assessed value and it is 0, so I would assume the AI would pass its turn. But it just reassesses. How can I ensure they stop their assessment loop?

        Edit: I verified all of the abilities it considers tie for 0. I guess it would still prefer to do one over the other, and continues to loop. Is there a good place in the BP_Ability BP to address this globally?

        Click image for larger version  Name:	exhaust.png Views:	0 Size:	259.7 KB ID:	1768587
        This will cause them to do nothing when they could but it does stop my error I think. I actually moved it directly after the branch.
        Last edited by Luna2442; 05-29-2020, 12:53 PM.

        Comment


          Hey all, I've begun work on replacing the ancient tutorials that explain the basics of the toolkit with a new tutorial series. Here is the first video in the series. I start with some very simple stuff, so nothing someone who follows this thread wouldn't know, but I think there will be some good info for even experienced ATBTT devs in the coming videos.



          Originally posted by Luna2442 View Post
          Hello,

          I'm still running into issues where the AI never stops assessing abilities. The error says it is thrown in update attributes, but I think it is constantly comparing it with another ability of equal value. I've logged the assessed value and it is 0, so I would assume the AI would pass its turn. But it just reassesses. How can I ensure they stop their assessment loop?

          Edit: I verified all of the abilities it considers tie for 0. I guess it would still prefer to do one over the other, and continues to loop. Is there a good place in the BP_Ability BP to address this globally?

          Click image for larger version Name:	exhaust.png Views:	0 Size:	259.7 KB ID:	1768587
          This will cause them to do nothing when they could but it does stop my error I think. I actually moved it directly after the branch.
          Thanks for the report, Luna. Is replicating this issue as simple as having two abilities both assessed at value 0? I will look into this tomorrow.

          Edit: Reuploaded video with stereo sound
          Last edited by Monokkel; 05-30-2020, 06:45 AM.
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            Originally posted by Monokkel View Post

            No need for clicking. That was just a quick way to debug it. UpdateTilesInRange can take either a location or GridIndex as input. So get the center of your multi-tile actor as location input. and add a range that will encompass it.



            Hi Monokkel,

            Sorry, we're still having issues with the tile meshes spawning out of bounds of the grid. We can't figure out how to use the new UpdateTilesInRange function to supposedly prevent this. In the blueprint below of our tile mesh would you have any idea? They spawn just fine where we want them to in relation to the other tile meshes. I posted a gif link below of how it is going out of bounds. Unless I am misunderstanding its purpose and there is no way to ever go out of the 100x100 grid and we need to use another method to simply not allow spawning them at the border of the gird?

            https://imgur.com/a/ZdUblIQ

            Click image for larger version

Name:	Capture2.JPG
Views:	156
Size:	176.3 KB
ID:	1768749

            Comment


              New tutorial video is up! This is the next in my series of the toolkit's basic features. This one covers tile actors:



              Originally posted by Luna2442 View Post
              Hello,

              I'm still running into issues where the AI never stops assessing abilities. The error says it is thrown in update attributes, but I think it is constantly comparing it with another ability of equal value. I've logged the assessed value and it is 0, so I would assume the AI would pass its turn. But it just reassesses. How can I ensure they stop their assessment loop?

              Edit: I verified all of the abilities it considers tie for 0. I guess it would still prefer to do one over the other, and continues to loop. Is there a good place in the BP_Ability BP to address this globally?

              Click image for larger version Name:	exhaust.png Views:	0 Size:	259.7 KB ID:	1768587
              This will cause them to do nothing when they could but it does stop my error I think. I actually moved it directly after the branch.
              Hi, I've confirmed this issue on a fresh project now. If an AI unit with the ability system gives all abilities a value of 0 it does indeed cause an infinite loop. I would solve this in the same way you have done it, just that I would exhaust the unit before FinTurnManager. Thanks a lot for bringing this to my attention. I will submit a hotfix.
              Originally posted by RTE1984 View Post

              Hi Monokkel,

              Sorry, we're still having issues with the tile meshes spawning out of bounds of the grid. We can't figure out how to use the new UpdateTilesInRange function to supposedly prevent this. In the blueprint below of our tile mesh would you have any idea? They spawn just fine where we want them to in relation to the other tile meshes. I posted a gif link below of how it is going out of bounds. Unless I am misunderstanding its purpose and there is no way to ever go out of the 100x100 grid and we need to use another method to simply not allow spawning them at the border of the gird?

              https://imgur.com/a/ZdUblIQ

              Click image for larger version

Name:	Capture2.JPG
Views:	156
Size:	176.3 KB
ID:	1768749
              Did you follow my previous instructions exactly? Did you place the GridManager at location 0,0,0 (with a GridSizeX and GridSizeY of 1) and a subgrid at location 100000,100000,0 (and use this subgrid as your starting location by placing a unit there)?
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                Originally posted by Monokkel View Post
                Hi, I've confirmed this issue on a fresh project now. If an AI unit with the ability system gives all abilities a value of 0 it does indeed cause an infinite loop. I would solve this in the same way you have done it, just that I would exhaust the unit before FinTurnManager. Thanks a lot for bringing this to my attention. I will submit a hotfix.
                Glad I could contribute! It's been great working with the toolkit so far. What do you mean by FinTurnManager? I moved it just before Find Turn Manager In State. Is that what you had meant?

                This still unfortunately will make my unit have 0AP when they may still have some left over prior to the turn ending. Other abilities in my game may give back AP, so this kinda ruins the AI turn sometimes.

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                  I bought the toolkit yesterday and wow there's a lot of stuff! I'm really glad you are updating the videos because it's hard to know where to start. I am curious as to how one switches between 90 deg turns (E & Q) and continuous turns. I would also like to use the right mouse button to rotate, if you have any tips. Amazing asset; I can't imagine how much work you must have put into this.

                  Comment


                    New video is up!



                    Originally posted by Dijon View Post
                    I bought the toolkit yesterday and wow there's a lot of stuff! I'm really glad you are updating the videos because it's hard to know where to start. I am curious as to how one switches between 90 deg turns (E & Q) and continuous turns. I would also like to use the right mouse button to rotate, if you have any tips. Amazing asset; I can't imagine how much work you must have put into this.
                    Hi Dijon, hope you get good use out of the new videos

                    To disable the 90 degree rotations set bNinetyDegreeRotation to false in BP_GridCamera. As for mouse rotate, the way the grid camera is set up currently it is tricky to get working, but it is on my list of things to implement.
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                      Monokkel Thanks for the feedback. The more I look under the hood, the more impressed I am with the amount of detail. This is truly well done and I'll write a review for it soon.

                      Comment


                        Originally posted by Dijon View Post
                        Monokkel Thanks for the feedback. The more I look under the hood, the more impressed I am with the amount of detail. This is truly well done and I'll write a review for it soon.
                        Much appreciated and thanks for the kind words Since Epic started requiring written reviews instead of just star ratings I've received just 3 new reviews (and 38 questions :P )
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                          Monokkel In your Jungle Raid map the player faction has green health bars and the enemy have red ones. In the current version they are all red. I've looked in the "switch on faction" BPs but I can't find where you set the value.

                          Currently (again in Jungle Raid) with the characters in the centre of their grid, trying to play a cover animation will look silly because the character is half of a tile away from cover. Have you come across this before and, if yes, how did you solve it? I'd rather not start playing with grid offsets, so the only thing that I can think of is to shrink the size of the tiles or scale up the characters. Your thoughts?

                          I'm pretty sure that I saw in one of your videos that an event is fired when a character enters a new tile. Would that event contain any information about the tile, such as whether it is a cover tile?

                          Also, do you have a roadmap of any planned future changes? I'd like to change the movement areas, that are currently colour coded to show move distance, to the XCom 2 / Gears Tactics style where only an outline of the move distances are shown.
                          Last edited by Dijon; 06-01-2020, 01:32 PM.

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                            Hello again! Having a weird issue, and I'm having trouble debugging it. Seeing which nodes are/aren't firing correctly is rather difficult with a small, one-monitor setup. I'm hoping to get some clarity. For context, I'm trying to randomize stats from character to character, and I am succeeding in what I've applied so far for simple things, like health and movement speed (effectively the number of tiles a character can move). I'm taking advantage of the basic PrintString node just to see that yes, different variables are being applied correctly, and yes, those variables are showing as in-game effects. Perfect so far, and thank you for the help getting me there!

                            However, when I change the health of units, sometimes things break in regards to taking damage and removing units. Right now, I'm generating a random integer for health that falls between 62 and 160, converting it to a Float, and then setting the Max Health config variable to that. Some units take damage correctly, show the death animation, and are removed from the grid, while others will take damage, still show a small amount of health remaining and will stay on the grid, but will act as if they have died (cannot be targeted or controlled, AI ignores them, can move into the same tile, etc.).

                            I can't seem to figure out the root cause of this. I've tried looking at the TakeDamage function in Unit_BP in particular, that seems to be the function that would control the issue I'm having, but I can't see what could be going wrong. Could you take a look at this for me, or at least point me at the correct variables/functions to examine closer? Thank you!

                            (Also the updated tutorial series is deeply appreciated, I will absolutely be diving deeply into that as you upload them.)

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                              Good day someone make turn based strategy?

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                                hi mono

                                thanks a lot for the new videos, they are great!

                                few questions :

                                1. in the new version I noticed that there is some lad/ delay when starting the game. after a lot of searching i ended up in the turnmanager in the NotifyPlayerReady event there is a delay for tick node that is set to 20. i think its a mistake and probably should be 2. but if you did it on purpose can you explain why?

                                2. in the setup base edges function in grid manager you made minor change in the new version. that change made some problem with my outer line display i did. it seems that is now (with the new version its gives me incorrect line).

                                3. this is a Very general question. i have like 40 character a player could choose from to start a mission. my base character have a lot of variables and some components. i have few option on how to have all the 40 character and there data store in the game , but i need your input on what way you think is the best to organize every thing. one way is to make to each one of the 40 character a separate character with all his stats and variables on his character, but making 40 like this doesn't make sense to me (does it?). the other way is to place a tmap list with struct somewhere like in the gameinstance and store all the variables for each character there. and just spawn from this tmap the character according to there name (for example). is this a better way to do it? is there another way you would have done this? performance and memory wise.

                                thanks

                                leo

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