Announcement

Collapse
No announcement yet.

[SUPPORT] Advanced Turn Based Tile Toolkit

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    I recently purchased your ATBTT. It's very well put together. I am primarily interested in utilizing it for V.R. Specifically, I'd like to use it to set up A.I. within a level that could contain several A.I. characters in which the VR-player could interact when they came in proximity of various A.I. characters.

    1) Is there currently a way to set the GameMode/Camera so I can 'wander around' the ATBTT level I create with ATBTT A.I. while in VR (Vive)?
    2) If I'm able to use the system in VR and I come within a certain proximity of an ATBTT A.I. can the A.I. be made to 'detect me' and perform some specific action or animation based on my proximity to them or an action I perform?

    Comment


      1) not by default yet, have a look into the documentation of vr-pawns, you will need to build it by yourself as of yet
      2) have a look at the dungeon crawler example

      so here are my own questions: given you have a working vr-environement, how would i manage to get proper dynamic shadows? atm i have a 1/100 vr unit scale, would changing those relations improve my quality (changing scaling of VR instead resizing all the assets to be smaller?) monokkel how did you achieve the small game in your roomscale demo (having the grid controller in chessboard size)?

      Comment


        Originally posted by 999clutch999 View Post
        I recently purchased your ATBTT. It's very well put together. I am primarily interested in utilizing it for V.R. Specifically, I'd like to use it to set up A.I. within a level that could contain several A.I. characters in which the VR-player could interact when they came in proximity of various A.I. characters.

        1) Is there currently a way to set the GameMode/Camera so I can 'wander around' the ATBTT level I create with ATBTT A.I. while in VR (Vive)?
        2) If I'm able to use the system in VR and I come within a certain proximity of an ATBTT A.I. can the A.I. be made to 'detect me' and perform some specific action or animation based on my proximity to them or an action I perform?
        Hello clutch, hope you're enjoying the toolkit. The update I'm working on at the moment will include VR support, but it still far from finished.

        For your camera question I would simply use a different camera than the default one. Here is the documentation page that describes how to setup a VR pawn (as B1337 suggested). For interaction with the grid you could then fire line traces from the motion controllers (using the PathTrace trace channel), get the hit location and feed that into the mouse click logic in ATBTT_PlayerController. That's what I'm doing and it works pretty great.

        For your second question I think you mean if you can get pawns to animate if the VR headset is close to them, am I correct? Something like if you look close at a pawn it would turn to you and wave (I had something like this planned for a game before). There are multiple ways to do this, but the easiest is probably to have a collision sphere around your VR headset mesh, have the units and the collision sphere overlap the same collision channels and using overlap events. Hope that helps!

        Originally posted by B1337 View Post
        so here are my own questions: given you have a working vr-environement, how would i manage to get proper dynamic shadows? atm i have a 1/100 vr unit scale, would changing those relations improve my quality (changing scaling of VR instead resizing all the assets to be smaller?) monokkel how did you achieve the small game in your roomscale demo (having the grid controller in chessboard size)?
        I'm really not an expert when it comes to the rendering part of Unreal Engine. I haven't experienced issues similar to the ones you are mentioning, but maybe I simply wasn't paying attention to the shadows. I've been using two methods. One was scaling the units and grid, the other was changing the VR world scale. The chessboard demo, if you're thinking of my old video, is simply a grid using tile meshes that are 1/100 of normal scale as the default grid mesh (this will automatically scale down the grid), and resizing the skeletal meshes of the units the same amount.
        Advanced Turn Based Tile Toolkit (Marketplace - Support)

        Dungeon Crawler Toolkit (Marketplace - Support)

        Discord

        Comment


          Greetings,
          This looks like a wonderful toolkit. I have a few questions before I can understand whether or not this is what I need to get my project / idea running. I intend to use a turn based combat system that relies on cover or environmental factors like X-Com or uses action points and perhaps and underlying hexagon grid movement system like Divinity: Original Sin. Like the latter, I also intend to add an ability system with cooldowns that will have effects on either self or others (players, allies, or enemies). I don't know the engine well but it seems like a good platform to learn and use. I predict the answer will be that I will be able to implement these things to the systems within the toolkit, then add my own artwork to make it a unique game. The reason I still ask is that I am not very familiar with the engine, but so far it seems easier to learn and use compared to a lot of other engines. I just want some confirmation and perhaps some guidance as to where I should start. I am not in a rush and I think its healthier to sort the combat system before moving on to anything else (and so I can have something to pitch when looking for people to work with me). The system will also make use of character stats that will affect movement, range, weapon and ability damage much like any standart tactical combat game with rpg elements, along with loot drops (weapons, armor, and new abilities etc.)

          Thank you in advance to those who find time to give direction to a newbie like me, and good luck to you all in whatever projects you are working on.

          Comment


            Hello Zoberk,

            glad you like how the toolkit looks. I'll try to answer your questions to the best of my ability. XCOM was one of my main inspirations for the toolkit, and is a kind of TBS game the toolkit is especially well suited for. I am working on a cover system at the moment, and I can share my solution with you if you're intested. It will be in the next update. Abilities with cooldowns is certainly possible to add. I'm working on an ability system as well at the moment.

            You will need to be quite comfortable with both Unreal Engine and my toolkit befor you begin to make major modifications, however, so it is good that you are not in a rush. All of what you are describing is certainly doable, but will take work. I'll be happy to assist you along the way through this support thread.
            Advanced Turn Based Tile Toolkit (Marketplace - Support)

            Dungeon Crawler Toolkit (Marketplace - Support)

            Discord

            Comment


              Hey Monokkel! Great kit, was just about to comment asking about the Raycast stuff but I saw the solution in another post. Copying over the engine ini worked for me too. Cheers!

              Comment


                Glad you like the toolkit, Jiyko! Good job finding the solution buried in this thread. There are quite a few pages to search through at this point. Let me know if you have any other problems
                Advanced Turn Based Tile Toolkit (Marketplace - Support)

                Dungeon Crawler Toolkit (Marketplace - Support)

                Discord

                Comment


                  Originally posted by Monokkel View Post
                  Good job finding the solution buried in this thread. There are quite a few pages to search through at this point.
                  This post is both great and annoying at the same time! It is great that you are continuing support of this toolkit and the forum post is a testament to the dedication and hard work you've put into this product/service (where does this sort of IP come down I'm not sure! haha). You're a great creator and I want to take the chance to thank you! However trying to find a specific reply can be difficult and frustrating for users and I was trying to think of a way to make finding solutions that have already been answered easier.

                  Now that I've thought about it a search thread feature is actually available built into the forum at the top of the page below the thread page navigator thingy where you can choose the page you want to go to (for anyone looking)

                  However, I was also going to suggest a FAQ on the op for anyone to use. This could use hyperlinks to send people to the relevant post and all posts about the given subject. What do you think?
                  I realise its a bit of work to go through but may save you time, pointing people in the right direction. I'm sure some appreciative customers would be more than happy to help with the skim through especially if it'll save you and others time in the future?

                  Also I was wondering if you missed or are maybe working on replying to a previous post I made #970 on page 25 I realise I asked alot so I apologise, I just wondered whats happening. I realise there's a lot to answer from other people too so I do not wish to seem impatient and I can understand it may take a while.

                  Finally congratulations on the marriage and all the best!

                  Comment


                    Hello Rob, first I'm very sorry that I ignored your last post. That was not intentional and I do not know how I missed it. I will try to answer all your questions now.

                    I agree that a FAQ would be a good idea and one that I have considered. One of the reasons I've been putting it off is that there are surprisingly few repeat answers that are obvious candidates for a FAQ, but there are certainly some I could include. As for going through the thread and providing links to all answers, that is also something to consider, but it would be quite time consuming and at present I prefer to spend the little spare time I have working on the next feature update. I will consider adding something like that after the update is done. Now to your old questions:

                    Originally posted by Rob3342421 View Post
                    -Fog of war. Ideally I'd like it that the squares outside of a units range would be dark or non viewable?
                    I am already doing this in the 2D game example. Take a look at my latest tutorial video. For a 3D game you could use dark instanced static meshes, decals painting everything gray or possibly some sort of post processing effect instead of the instanced square tiles I use in my example.

                    Originally posted by Rob3342421 View Post
                    -Doors. I'd like to better control where players can move and I think doors would so this however implementing that with unit interaction etc I imagine would be difficult?
                    It all depends on what you are after. If you want doors that automatically open or close as you move through them this can easily be done by adding collision to your units and doors, have them overlap the same channel and have an overlap event on the door that swings it open when overlapping a unit. If you want the door to influence pathfinding you would need to modify the edge array by adding and removing edges between the tiles at each side of the door as appropriate. Use the add and remove edge functions in BP_Grid_Manager.

                    Originally posted by Rob3342421 View Post
                    -Camera blocking. I'd like to limit where the camera can move so that players cannot move the camera off the map however when I tried doing this, I cannot stop the camera from moving away from the grid.
                    There are a couple of ways to do this. The simplest is probably to add collision to an invisible collision box at the base of the grid camera and have a frame around the grid blocking the same channel as the box. Make sure the collision box is not also blocked by any tiles or actors in your level.

                    Originally posted by Rob3342421 View Post
                    -Wizards or custom units. I realise that you've done a video on both importing your own units and destructible pawns, this is great as it is one of the mechanics that a unit I plan to bring into my game. however I would also like them to have the ability to heal or defend other units, is this a possibility? or will it be very difficult to implement?
                    It is absolutely possible, but how difficult it is to implement varies greatly depending on what you want to do. This is too general of a question for me to give a specific answer, though. Be aware that it is usually much easier to add new abilities to player units than it is to get the AI to use them appropriately. For healing you would basically do the same thing as I was do in the Attack Victim and Receive Damage events in Unit_Parent, but adding instead of subtraction health.

                    Originally posted by Rob3342421 View Post
                    -Objectives. I would like to make objectives in levels so the win conditions are not simply kill all the enemy. For example steal/loot/pick up this thing, save/capture/help this unit, kill this particular unit. how could I do this?
                    For winning when picking up an item you could for example add collision to your target and your units as described above and when a unit overlaps the objective you could end the game and display a victory message similarly to how I do in the event connected to the Destroy Unit event in the event graph of Unit_Parent.

                    Originally posted by Rob3342421 View Post
                    -One team progressing through levels. So the idea of my current game is that I am going to be doing a campaign of a series of levels that the player has to take their team through. Meaning that players will have to choose their team at the start of the campaign or perhaps at the beginning of certain levels eg choose how many melee, ranged and wizard units you want in your team. This also means that teams have to progress through the levels so the game has to bring them from level 1 to level 2 which I am not sure how to do.
                    For storing what units are in your team between levels I would probably store it in an array in the game state, though this is not something I've tried out myself. If you search the forums for anything where information is retained between maps you should probably find a solution that should also work well with the toolkit.

                    I hope the answers I could give were helpful. I apologize again for missing your questions the last time. Let me know if there is anything else you are wondering about.
                    Advanced Turn Based Tile Toolkit (Marketplace - Support)

                    Dungeon Crawler Toolkit (Marketplace - Support)

                    Discord

                    Comment


                      Hi,

                      I wanna create prototype rules and I wanna play agains myself until define the game rules, I not wanna lost my time with a A.I.

                      is the game I.A versus player only ? does hot-seat?, player vs player?

                      Comment


                        Hello erWilly, for each unit you can choose whether or not it is AI controlled, what its faction is and what it considers its enemy factions. Therefore you are free to create any number of factions where some, all or no units are AI controlled. Thus player versus AI, AI versus AI, hotseat PVP or anything in between is possible. Networked multiplayer is not currently a feature.
                        Advanced Turn Based Tile Toolkit (Marketplace - Support)

                        Dungeon Crawler Toolkit (Marketplace - Support)

                        Discord

                        Comment


                          Hey everyone, I'm back from vacation and while I was gone version 4.13 went live. For the change log see the second post of this thread.
                          Advanced Turn Based Tile Toolkit (Marketplace - Support)

                          Dungeon Crawler Toolkit (Marketplace - Support)

                          Discord

                          Comment


                            Hey thanks for the great work you do as normal.
                            Just curious, what made the nativize work?
                            As it would be really handy to fix but would rather not migrate my project If i can help it.
                            Thanks!

                            Comment


                              You need to do a couple of small things to get ATBTT working with nativization. Both of these are to counteract general issues with nativization in UE4, so with further engine updates they should hopefully not be necessary. For the moment, however, this is what you need to do:

                              In the Pathfinding function in BP_GridManager the CanMoveTo array should not be resized using the Resize node, as there is a bug where arrays of structs are filled with seemingly random numbers after nativization when using resize. Instead manually resize the array using a forloop with GridSizeX*GridSizeY -1 as max and 0 as min and add an empty array element to the CanMoveTo array each loop.

                              In Unit_Parent a similar issue with arrays causes the game to end instantly when the first unit has been killed. After the Destroy Unit event there is a function that determines if all remaining units are the same faction after this unit has been killed, in which case the game ends, which does not work after nativization. I have not found a good workaround for this yet, so just remove this function from the event graph if you want to use nativization and make your own game specific code for when your game ends.

                              That should do the trick. Note that your project should still be 4.13 as there are other, more serious, problems with nativization in 4.12 that I do not have workarounds for.
                              Advanced Turn Based Tile Toolkit (Marketplace - Support)

                              Dungeon Crawler Toolkit (Marketplace - Support)

                              Discord

                              Comment


                                I already have my own check if faction destroyed thing, so that shouldnt be an issue.
                                Is this what you meant by resizing change?
                                Click image for larger version

Name:	Screenshot 2016-09-28 14.56.07.png
Views:	1
Size:	84.8 KB
ID:	1116004

                                Comment

                                Working...
                                X