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    Originally posted by xiuxiu View Post
    Thanks for reply so fast.
    I agree that the pivot should be at top as floor. Please ignore my request, I've just found it's hard to use it in my own project without any modification.

    Any idea about fog of war? I can only show/hide them, it's sad. Ok, it's a little far from this post, don't mind.
    I am strongly looking forward to this toolkit's new version.

    Good job!
    I have a few ideas about fog of war, but I haven't tested out anything yet. There is a tutorial here about creating fog of war that might interest you. There are many other ways to go about this, of course. One way I am considering myself is using the Find Tiles In range function to spawn tiles when they are visible, but that will take some work.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      Hey there, iv heard some really cool things about 4.8 are you planning on updating your kit to support it?

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        Originally posted by LDodds View Post
        Hey there, iv heard some really cool things about 4.8 are you planning on updating your kit to support it?
        Yup, did it two weeks ago It should be available as an option when you download the toolkit in the marketplace. I have also sent an even newer Version to Epic a couple of days ago, that fixes a couple of small things and changes the default units to use the new one from 4.8, but the one that is currently hosted should work perfectly with 4.8.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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          Excellent, keep up the good work!
          Just taking a look at your more recent tutorials

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            Originally posted by LDodds View Post
            Excellent, keep up the good work!
            Just taking a look at your more recent tutorials
            I will! Working on the toolkit as we speak. The last couple of updates have mostly been bug fixing and compatibility, but the next one will be a big feature update, though that does of course take a bit more time. AI is getting a major overhaul, touch controls for mobile devices are being added etc. Hope you enjoy the new tutorials. There are almost five hours worth of tutorials at this point.
            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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              Originally posted by Monokkel View Post
              Ok, so the 4.8 version is up. This is not a major feature update, but makes the toolkit compatible with 4.8 and fixes a few bugs. A larger feature update is still in the works. Here is the changelog:

              v1.41 (23.06.15):
              1. Updated the toolkit as per the "updating to 4.8" guidelines found here. Note: some of these changes are workarounds for bugs Epic introduced in 4.8, and will be changed back when these engine bugs are fixed.
              2. Fixed the Create Walls on Edges function in ATBTT_GridManager. This function was not creating walls on edges correctly before.
              3. Modified Add Viewport Terrain to Arrays to allow for getting height information from placed tile actors.
              4. Changed the AI controller to appropriately account for difficult terrain when choosing a target to move towards.
              Just converted my project to v4.8. Thanks to the change log and the v1.41 boolean markers in blueprints, it was quite easy to add all the v1.41 changes to v1.4. Really appreciate the effort you put into small things like these.
              Wave Spawning System | Tower Defense Starter Kit | Top Down Stealth Toolkit

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                Originally posted by Stormrage256 View Post
                Just converted my project to v4.8. Thanks to the change log and the v1.41 boolean markers in blueprints, it was quite easy to add all the v1.41 changes to v1.4. Really appreciate the effort you put into small things like these.
                Good to hear you find it helpful! I'm trying to add these little markers every time I add something new while I work. Might become quite a few little bools after a while, though :P A new update was sent to Epic a few days ago, so there will be a few more things to add (marked as 1.42). The update after that will be a bit different, though. As it is an example game it uses its own player controller, AI controller etc. By the way, Epic has fixed the 4.8 bug where "self" nodes get disconnected automatically, so you no longer have to use the casts in Unit_Parent (removing this from the conversion guide now)
                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                  Ok, another small update was uploaded to the marketplace today. Here's what it contains:

                  v1.42 (10.07.15)
                  1. Changed the skeletal meshes of the default pawns to the new 4.8 mobile mannequin. Changed the animation of the ranged units to shotgun animations, which have a more visible attack animation.
                  2. Removed the casts for "self" in Unit_Parent that were added as a crutch for 4.8 issues in the last update. Epic have corrected this bug, so the workaround is no longer necessary.
                  3. Added a branch in the Add Viewport Terrain To Arrays function in BP_GridManager to prevent an error message from showing when getting heightmaps from tracing.



                  That should be all, I think. A much larger update is in the works that will add lots of new features, but you'll still have to wait a bit for that one. I'm keeping feature updates large and infrequent so that people using the toolkit won't have to copy my updates into their ongoing projects that often.

                  By the way, I'd like to remind anyone reading this thread that it is possible to rate and review the toolkit here. I don't mean to be pushy, but I know that there are people who are just not aware of the browser based marketplace and the options for rating/reviwing. If you have used the toolkit long enough that you feel you can give an informed rating (and possibly a review) it is much appreciated (but again, no pressure )
                  The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                    Ok I have another question. Is there a way when I set the Grid manager to be hidden to only allow the player to move to tiles that have decals. I put a floor over the grid manager and I have a grid larger than my floor. I don't want the player to click in the air and move off the floor.

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                      Originally posted by Anzak View Post
                      Ok I have another question. Is there a way when I set the Grid manager to be hidden to only allow the player to move to tiles that have decals. I put a floor over the grid manager and I have a grid larger than my floor. I don't want the player to click in the air and move off the floor.
                      Sure, there are a few ways to achieve this. Just so we're clear first, though, the decals are still there in your case, they just aren't visible to the player since there are no meshes for them to project onto. In any case, the best way to get your desired result is to set the public variable "collision plane walkable" in BP_GridManager to false. The collision plane is an invisible plain that stretches across the entire grid, so that each individual tile mesh does not need to have its own collision volume. If you make it so the collision plane is not walkable, this is the same as turning off the collision of the plane. When clicking a tile the toolit does a line trace with the PathTrace channel to see if it hits anything. If it does, it determines the grid index depending on the location hit. So if you turn off collision on the collision plane you must make sure that your floor has a correct collision volume, and that this volume is set to block PathTrace.
                      The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                        Small update on my work in progress stuff. I've got the toolkit working on my Samsung Galaxy S3 phone. The phone is a few generations old at this point so I was pleasantly surprised that the toolkit ran pretty smoothly with almost no modifications. I do have quite a few modifications in the works to make the toolkit even better for mobile, though. Here's a short test video:

                        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                          When I turn off collision plane walkable. The decals vanish and I can no longer move.

                          Secondly I have added a collision box into my scene. The problem is that the decals for attack do not show up there. Also if the actor is under the collision box they do not show up at all. This is still a valid area of the map it is trigger for events. The blue show up fine so it is something with how the attack is interacting with the trigger.

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                            @Anzak: Ah, forgive me. I was thinking of how things worked a few versions ago. In addition to setting collision plane walkable to 0 set Heightmap to "from tracing" and make sure only things you want players to walk on is set to block PathTrace. This way traces will check all tiles to see if there is a mesh with visible collision under it. Alternately you can refrain from using heightmap tracing and place invisible walls right outside all edges of your floor.
                            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                              @Monokkel, I just tried and the default for the floor is to block pathtrace. I set Heightmap "from tracing". and I turned off the collision plane walkable. Still I can walk off the edge of the floor.

                              Also any ideas on why a trigger box would cause the attack (red) decals to vanish?

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                                @Anzak: Hmm, it should work. I've tried it out myself. Show Default Tile is set to false, right? It should be impossible to walk off the edges if there is nothing blocking PathTrace in those locations using the instructions I provided. I hope I'm not omitting something essential.

                                I'm guessing the collision box blocks visibility because it is set to block RangeTrace, the trace channel that checks if units have line of sight to a tile. If I am correct in this, set the collision to "ignore" for RangeTrace and it should work.
                                Last edited by Monokkel; 07-13-2015, 04:19 PM.
                                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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