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    Originally posted by Infest1908 View Post
    Nah they got Move_Attack too. Just additionally the heal ability. So just a normal setup + heal ability. The only thing, that is a bit special, is that the ai has multiple actions in one turn, during to "from pathfinding costs" and multiple action points.

    Edit: while testing along, I figured out, that it mostly happens, when the second (or third and so on / the first one works) AI Unit in a row moves with move_attack after using an ability (heal f.e.). There is then no (or to short) action qued for the movement. Therefore it skips the "wait for ongoing actions"
    Sorry, I'm struggling a bit to reproduce this. Would it be possible for you to record a video showing everything from when you set up the grid and place the units until you get to the error?

    Originally posted by codeyhanson View Post
    Thank you so Much both things worked 1000% now that is resolved I can really focus on making my own ability's and system have already converted the laser to an arrow and will be following your videos to add my own creatures and animations. also now that I know the camera issue came from the laser ability it will help in future if I do decide to do stuff with the camera to always check to make sure they are playing nicely with other camera operations. again thank you I hope you are having so much fun with your family.
    Thanks, and I'm glad that it worked Best of luck on your game, and let me know if you run into any other problems.

    Originally posted by LuxJahi View Post
    [*]Congrats on the baby! new life is good life take care of it
    Thanks

    Originally posted by LuxJahi View Post
    That would make a lot of sense why i couldnt find anything
    It remains an open question whether my toolkit is the best option for making this type of game, and it is a bit difficult for me to assess, since I have a hard time understanding how the game works. But I guess you can figure it out through my replies.

    Originally posted by LuxJahi View Post
    ok soo it needs input into data tables first and then the ai can use the information? cool, i kinda figured as much but, im also new to all this.
    - where can i find the data tables for movement?
    There are no built-in data tables for movement, but you can use UE4 data tables to store any sort of data, which can be accessed at runtime. I recommend looking into tutorials on data driven design with UE4.

    Originally posted by LuxJahi View Post
    - my first goal will be to force each of the ai actors on team 1 to move to only one specific tile based on the text file each turn
    I guess you could have an array of grid indexes or locations in a data table for this and iterate over these tiles when choosing a move target each turn.

    Originally posted by LuxJahi View Post
    i know there is a section in one of the videos about getting the tile location to print to the screen. i will look at that video again and start there with making the loop
    There are functions for converting a world location to a grid index. You can use this index to get the location at the center of the closest tile, which you can print.

    Originally posted by LuxJahi View Post
    as far as scripted events i wanted to make scripted events kinda like boss encounters in wow. I want certain creatures to skip ability assessments and be forced to cast certain spells or move to certain areas based on certain criteria and if its been met
    - im assuming its somewhere in the blue prints.
    Could be something you could set up with a combination of the data table approach mentioned above and some if statements, but not sure.

    Originally posted by LuxJahi View Post
    i have been watching and listening to the ability system videos darn near repeat and its confusing cause it feels like the word "ability" gets used sooo much.
    to use ability you must ability> ability> ability then ability will ability
    i just need to watch em closely and do it in short intervals so i dont get ability sickness (its working)
    Yep, a lot of this toolkit revolves around abilities, as they are used as modular building blocks that handle most player interaction, combat rules and AI, so I use that word a lot.

    Originally posted by LuxJahi View Post
    lastly, there are no published games for whats going on in my head. I wouldnt mind chit chatting about it, just not on forums. i have already had 2 ideas stolen from me. im not mad they made a bunch of money off them but, im sad cause they didnt take care of the ideas.[/LIST]
    Feel free to PM me on Discord. If this is your first UE4 project, though, I think I would recommend that you first start with something simpler, and learn your way around the engine, blueprints, data driven design etc. You can of course jump in the deep end, but modifying a fairly complex framework such as mine to do something it wasn't really designed for is a pretty big task, that would require decent experience in both UE4 generally and my toolkit specifically. Just based on how you describe how much experience you have. I don't want to give you any illusions that modifying my toolkit in this way is going to be a simple task. It sounds doable, but it is certainly not something I'd choose as my first project. Just my two cents
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      Yes ofc: https://youtu.be/FN7Lg6-dRJg

      There is an additional thing/bug shown here, where the ai units swap back to a previous location before moving.

      For the AI units getting active to early the print string on the upper left site shows, that they got activated to early. I have updated my post on the previous site with some more information.
      Last edited by Infest1908; 08-16-2020, 07:12 PM.

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        Originally posted by Infest1908 View Post
        Yes ofc: https://youtu.be/FN7Lg6-dRJg

        There is an additional thing/bug shown here, where the ai units swap back to a previous location before moving.

        For the AI units getting active to early the print string on the upper left site shows, that they got activated to early. I have updated my post on the previous site with some more information.
        Phew, ok this one was a challenge. Thanks for the detailed description. As expected the issue lies with the WaitForOngoingActions macro, which turns out to not be a fool proof way to check that all actions of the active unit have in fact finished. The reason is that calls to activate the next unit might happen earlier in the same tick at which actions are queued. It is possible to keep it as is and design around it, being very careful about where in the execution chain one puts calls to end the turn, but this is needless to say impractical. Thus I've cooked up a much more reliable approach. I'll be cleaning it up in the next update, but for now this should work:

        In BP_TurnManager add a new action to the AnimateAction name switch. I've chosen "SignalActionsDone". This action does nothing but check that it has authority and call a custom function:



        Set up this implementation in place of WaitForOngoingActions in whatever TurnManager you are using:



        This should fix the issue of skipping to the next unit. I have not been able to replicate your issue of the unit teleporting back to start and moving several times, though. Are you using the latest version of the toolkit?
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          Hi, i'm enjoying your toolkit. But i'm a noob in UE i will like to know how to change the movement so is like the in the 2d version (turning in 90° only)

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            Big thanks, I will try it out

            Btw.: Do you mean replacing every call to "wait for ongoing actions" with this solution? Or just at this particular point?

            To the second one: Have you set up "Move_Attack" and "Heal" to not end the units turns? Or the other way around - are your (and AI) units able to use more than one ability in one turn (including movement?) Yes latest version.

            But maybe those problems were tight together, so that it is fixed by your first solution , I will report back after further testing, thank again
            Last edited by Infest1908; 08-19-2020, 05:40 PM.

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              Originally posted by A7hila View Post
              Hi, i'm enjoying your toolkit. But i'm a noob in UE i will like to know how to change the movement so is like the in the 2d version (turning in 90° only)
              Do you mean preventing units from moving diagonally? Uncheck bAllowDiagonalMovement in BP_GridManager.

              Originally posted by Infest1908 View Post
              Big thanks, I will try it out

              Btw.: Do you mean replacing every call to "wait for ongoing actions" with this solution? Or just at this particular point?
              I believe there is only one of these in each Turn Manager. You just need to replace it in whatever turn manager you are using.

              Originally posted by Infest1908 View Post
              To the second one: Have you set up "Move_Attack" and "Heal" to not end the units turns? Or the other way around - are your (and AI) units able to use more than one ability in one turn (including movement?) Yes latest version.

              But maybe those problems were tight together, so that it is fixed by your first solution , I will report back after further testing, thank again
              I tried to follow your exact specifications, down to the specific tile location of units and unit activation order. I might have missed something, of course. Let me know if the issue persists.
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                Yes that was what i was asking for, Thanks. I have a new Q. Is any way that i can make it too be free mode with grid (just like the Hybrid map but snapping to it)

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                  Originally posted by A7hila View Post

                  Yes that was what i was asking for, Thanks. I have a new Q. Is any way that i can make it too be free mode with grid (just like the Hybrid map but snapping to it)
                  You can activate the FreeRoam ability. Here is a simple debug setup where you can press X to activate FreeRoam for the current active unit:

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                    Spoiler


                    just like the target to Ai controlled check i want to make a target to faction check and a target to actor name check. how do i pull that info?

                    edited:
                    these are some of my attempts to get the ai to let me know if the ai is part of the goblin faction
                     
                    Spoiler



                    this is another attempt i tried
                     
                    Spoiler


                    none of my attempts have been successful so far. any ideas?
                    Attached Files
                    Last edited by LuxJahi; 08-27-2020, 02:26 PM. Reason: cleaning up the display of this post

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                      Originally posted by LuxJahi View Post
                       
                      Spoiler


                      just like the target to Ai controlled check i want to make a target to faction check and a target to actor name check. how do i pull that info?

                      edited:
                      these are some of my attempts to get the ai to let me know if the ai is part of the goblin faction
                       
                      Spoiler



                      this is another attempt i tried
                       
                      Spoiler


                      none of my attempts have been successful so far. any ideas?
                      Your solutions seem sensible. Not sure why they are not working. I tried something similar and it is working fine (in the Example map):



                      In your last screenshot the execution pin is of course not connected, but I'm assuming you're aware?

                      For getting and comparing names, this should do the trick:


                      If you're talking about a name stored as a variable, of course. If you want the unique identifying name in engine you can use GetDisplayName instead.

                      Maybe you're using an ability that overrides some of this stuff, and this is why you're not seeing anything? Test it out with the Example map which uses BP_Ability_MoveAttack first, to see if you get it working.
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                        thank you! it helped me figure out the issue. apparently my string for goblins was not holding the value i was giving it. i got it work the way i want now. its a bit messy. buuuuut it lets me know i can move on to the next step

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                          Originally posted by LuxJahi View Post
                          thank you! it helped me figure out the issue. apparently my string for goblins was not holding the value i was giving it. i got it work the way i want now. its a bit messy. buuuuut it lets me know i can move on to the next step
                          Great Let me know if you run into any other issues.
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                            Originally posted by Monokkel View Post
                            A hotfix to ATBTT was uploaded by Epic today. It has two minor fixes:

                            v2.61 (live 08.06.20)
                            • Fixed infinite loop error if all AI abilities were simultaneously given a value of 0.
                            • Reduced game start delay for standalone games.
                            Awesome to see the evaluation bug fixed! Whats the easiest way to implement that code? I've fixed it on my end but curious how it was fixed in the latest. I'm still on 2.4.

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                              Originally posted by Monokkel View Post

                              For getting and comparing names, this should do the trick:


                              If you're talking about a name stored as a variable, of course. If you want the unique identifying name in engine you can use GetDisplayName instead.
                              clearly im doing something wrong i cant get the name the same you did in this post. as you said display name just gives me the bp_anim


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                                Originally posted by Luna2442 View Post

                                Awesome to see the evaluation bug fixed! Whats the easiest way to implement that code? I've fixed it on my end but curious how it was fixed in the latest. I'm still on 2.4.
                                Hi Luna, good to see you again. Here is what you need to add:



                                Originally posted by LuxJahi View Post
                                clearly im doing something wrong i cant get the name the same you did in this post. as you said display name just gives me the bp_anim
                                The name variable is defined in BP_Unit, which is a child of AACtor. OwningActor is of the AActor class, and thus does not have direct access to that variable. If the OwningActor is of class BP_Unit (which it always should be by default for BP_Ability and its children) you can cast the actor to BP_Unit to be able to access the variable. However, since this is something you often need to do a lot inside abilities I already do so and cache the result in OwningUnit when the ability is activated. So you can use the OwningUnit reference instead of OwningActor to access the variable. I recommend checking out some general blueprint tutorials on blueprint communications, references and casting.
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