awesome! got it to work. thanks. also got the health pickups working too.
Announcement
Collapse
No announcement yet.
[SUPPORT] Advanced Turn Based Tile Toolkit
Collapse
X
-
Hello.
I've recently bought the ATBTT, great work!
I have a problem with the Grid_Manager BP though. It seems to have a memory leak, whenever I open it the RAM usage will continually go up until it crashes (about 20-30 min to reach 10gb+).
I have other friends who also use your product but none of them have similar issues. I have tried a fresh install of UE4 (latest version) and your product, but I still have the same issue.
Any help would be greatly appreciated!
Comment
-
@Jopel: Good to hear! I'm curious to see your results when you have gotten a bit further
@XavTheOne: I'm glad you like it, but am sorry you are experiencing issues. What version of the toolkit and UE4 are you using, and is this the same as what your friends are using? Are you seeing the RAM issue when working in the editor or while playing the game in the viewport? Is this with a fresh, clean project or have you made any modifications? This sounds like a potentially serious issue, so I would like to figure it out and patch it up as soon as I'm able.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
Sorry, we figured it out.
We got the problem when we had too many tabs open within the BP. From other reports it seems to be a problem with the latest UE release.
Fixed it by just not having everything open!
Thanks for a quick reply though.Last edited by XavTheOne; 02-15-2016, 11:56 AM.
Comment
-
Good to hear it wasn't something that was wrong with the toolkit itself. Let me know if you need any help with anything else and good luck creating your gameAdvanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
So I made a "trap". Basically a copy of my powerups *they work fine and dandy* but I'm just having it take away from current health. The issue I had was that it took away the health but it didn't kill the player. Sooo I took parts of the receive damage and added that to the end of my trap portion. It works sorta. When the player moves onto the tile where the trap is located it takes away the damage amount and if killed the unit dies but still wants to go into attack mode. do I need to add the trap portion into the receive damage area somehow? I'm guess it has to do with it still thinks its going to perform the next attack action?
https://youtu.be/Z4ij47DR5eI
Comment
-
@Jopel: Have you tried just simply calling Receive Damage? You would have to make one modification, since you want the unit's turn to end if it dies while it is moving. I would add a branch to the Destroy Unit event on Unit_Parent that checks if the unit pending destruction is the Current Unit in ATBTT_GameMode. If it is you should run End Unit Turn in ATBTT_PlayerController after destroying it. Sameting like that should probably work.
@order66: Hi. The update with mobile controls was actually done right before Christmas. However, due to some misunderstandings from Epic it has not been uploaded yet. I asked support about it a few times, and I believe they thought I only sent them the 4.11 update. Since 4.11 is probably right around the corner I haven't bothered pushing them too hard about it, since in the end I think it will be beneficial to the users if the 4.10 version remains as it is. My 1.5 update is such a big change from 1.4 that I think some users who have invested a lot of time creating something with the toolkit already might want to stick with the old version, since converting all their custom additions could take time. Keeping the 4.10 version as a time capsule is therefore probably for the best. UE4.11 is probably right around the corner, so people will not have to wait long. I'm also well underway on update 1.7, so the time between updates will be quite short. 1.7 does not fundamentally alter the toolkit in the way 1.6 does, and should be a lot easier to convert to.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
Hi Bankworthy. One of the main differences in the new update is how edges work. In the old toolkit it is assumed that all tiles are connected to all adjacent tile unless specified otherwise (with an edge cost set to 0). In the new toolkit any tile can be connected to any other tile, and which tiles it is connected to is specified in the Edge Array and Edge Array Integer. There no longer exist any edges with a cost of 0. Instead these edges are simply not present in the array. Therefore you should now that when looping through the edges of a tile and setting its edges to 0 this does not add any new connections to adjacent tiles, but simply sets any edges that might have that are higher than 1 to 1. Also the edges are not numbered 1, 2, 3 etc., so your forloop will likely not find any edges anyway, unless you are looking at tiles at the north west extreme of the grid, where edges from 0 to 7 might exist. Instead you have to loop over the appropriate edges at the index you want to modify. The top nodes in the screenshot below will achieve this:
The bottom nodes do what I think you might be wanting to do, which is to add edges with a cost of 1 to all adjacent tiles to the tile. In these examples I have used the Get Hit Tile Location and Index function so that I can modfify whatever tile I am hovering over, which is useful for testing purposes.
I intend to make new tutorial videos when the update is live. For now let me know if you have any additional questions.
For anyone reading this thread it has probably become apparent that I have sent copies of the new update to users who have asked for it. If anyone else is in need of an early copy and do not mind working without tutorials you can contact me on knuteiliv@gmail.com and I will send you an update after verifying your purchase.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
Good that it workedThose functions are absolutely necessary I'll think. The new way of handling edges is efficient and flexible, but modifying them at runtime is less straightforward, hence the functions. Some of the difficulty stems from an inherent issue with UE4 that prevents modifying the values of nested structs which I had to find a workaround for.
In other news I have been attempting to implement large multi-tile units and it is proving to be a lot more difficult than I expected. For basic grids that have tiles that are either walkable or not (no thin walls), no difficult terrain and no multi-level grids adding large units is still a challenge, but one that can be overcome with relative ease. With all these factors to take into account as well as hexagonal grids it is extremely difficult to find an efficient and general solution.
Because of this I think I will not add large units as a feature of the base toolkit. Instead I intend to include it in a game example where I can provide a less general implementation.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
Hi HeadClot. Read post #774 above for an explanation for the delay. The update will be uploaded when UE4.11 is live. The 4.10 version will remain as ATBTT v.1.4. If you need the update before then, send me an email (knuteiliv@gmail.com) and I will send you the update after verifying your purchase with Epic.Last edited by Monokkel; 02-22-2016, 09:43 AM.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
Comment
-
Originally posted by Monokkel View PostHi HeadClot. Read post #774 above for an explanation for the delay. The update will be uploaded when UE4.11 is live. The 4.10 version will remain as ATBTT v.1.4. If you need the update before then, send me an email (knuteiliv@gmail.com) and I will send you the update after verifying your purchase with Epic.
Thanks for the heads up.
- HeadClot
Comment
Comment