I might be misunderstanding your question, but damage is handled in a pretty straightforward way. The receive damage event is called in the event graph of any skill blueprint that deals damage (in the example map this means the laser and explosive shot blueprints). If you have trouble finding this, find the receive damage event in the Unit blueprint, right click it and search for references. Make sure to uncheck the box that limits your search to the current blueprint.
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So I can't get my own damage formula to work. So I'm starting again from a fresh project. What I'm trying to accomplish is; having all variables from 'skills' like laser and explosive shot to be taken from another blueprint. I wanted to create a weapon actor blueprint that holds all the data needed (damage min/max, range min/max, static mesh, sound effects, etc.) depending on the weapon, and passes what ever values are needed when a unit is using a 'skill' or is hovered over a skill (description displays damage accurately). So I needed a way for the weapon blueprint variables to be passed to the skill for each unit in a way that changes the 'skill' variables stats to match it, when attacking, receiving damage, showing damage range in description and where ever else damage info is taken.
My initial idea was to have a Interface blueprint to receive and pass on the values needed between blueprints regarding the damage. A simple 'damage interface' that was in the 'Unit' parent, 'Skill' parent and 'Weapon actor' parent. My weapon actor would be spawned as a child actor component to my 'Unit_Skill' pawns, and the variables inside the weapon actor would be set on the construction script based on a simple function; switch on 'Weapon Name' enum value, an enum that contained a name list of all possible weapons.
I'm not that great at coding but in theory it seemed like my idea would work, but in practise the 'damage' events weren't changing and were still using the default values (laser 3-4 instead of my formula which would have calculated laser to be 35-50).
So do you think I'm going about this wrong? If so do you have any theory on how I can accomplish skill and damage values to be based on a individual units weapons? I want to replicate xcoms weapon system, in which one unit may use a sniper while another uses an assault rifle, both having different range and damage values but using the same 'attack skill'- in this case the 'laser skill'. Ideally after solving this, I want each unit to have a primary and secondary weapon, like an assault rifle (primary) and a pistol (secondary), with 'skills' that only work with certain weapons- that why I thought it might be best to create a weapon actor and use an interface to hold/pass all information between my blueprints.
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Originally posted by Malibu Lizard View PostSo I can't get my own damage formula to work. So I'm starting again from a fresh project. What I'm trying to accomplish is; having all variables from 'skills' like laser and explosive shot to be taken from another blueprint. I wanted to create a weapon actor blueprint that holds all the data needed (damage min/max, range min/max, static mesh, sound effects, etc.) depending on the weapon, and passes what ever values are needed when a unit is using a 'skill' or is hovered over a skill (description displays damage accurately). So I needed a way for the weapon blueprint variables to be passed to the skill for each unit in a way that changes the 'skill' variables stats to match it, when attacking, receiving damage, showing damage range in description and where ever else damage info is taken.
My initial idea was to have a Interface blueprint to receive and pass on the values needed between blueprints regarding the damage. A simple 'damage interface' that was in the 'Unit' parent, 'Skill' parent and 'Weapon actor' parent. My weapon actor would be spawned as a child actor component to my 'Unit_Skill' pawns, and the variables inside the weapon actor would be set on the construction script based on a simple function; switch on 'Weapon Name' enum value, an enum that contained a name list of all possible weapons.
I'm not that great at coding but in theory it seemed like my idea would work, but in practise the 'damage' events weren't changing and were still using the default values (laser 3-4 instead of my formula which would have calculated laser to be 35-50).
So do you think I'm going about this wrong? If so do you have any theory on how I can accomplish skill and damage values to be based on a individual units weapons? I want to replicate xcoms weapon system, in which one unit may use a sniper while another uses an assault rifle, both having different range and damage values but using the same 'attack skill'- in this case the 'laser skill'. Ideally after solving this, I want each unit to have a primary and secondary weapon, like an assault rifle (primary) and a pistol (secondary), with 'skills' that only work with certain weapons- that why I thought it might be best to create a weapon actor and use an interface to hold/pass all information between my blueprints.
Hope that helps!Advanced Turn Based Tile Toolkit (Marketplace - Support)
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No worries, I'll give this a try.
How did you handle the hud display, to show the damage range values correctly before activating the skill by hovering over it? Wouldn't it still display the old damage range until you select activate?
Did you spawn in the weapon bp in unit skill script or just add it as a component?
Thanks again dude.
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Yeah, the HUD-display will need to be changed. I'm not sure what will be the best solution in this case, but you could always get the information from the owning unit in the GetHoverText function. In this case you would also need to make sure to set the owning unit variable appropriately when first spawning the skill. Like so:
I added the weapon as a component, but you could do it in any number of ways and it should still work.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Hi there! All is well, thanks
I have encountered the bug you mention, but very rarely. I think I've only seen it when I've made major changes to the base grid manager when it has happened to some children of the grid manager placed in some of the maps. Does it happen frequently, and what version of ATBTT are you using? Are you using the base grid manager or a child actor?Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Ok, thanks. This is in all likelihood an issue with Unreal Engine and not ATBTT specifically. Child blueprints having their variables reset to the values of their parent blueprints is a bug that has been reported by several people in various projects. I cannot find the exact bug report at the moment, but I believe Epic are scheduled to fix it by UE4.16.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Forged of Blood
Hello,
Just want to thank Monokkel for the wonderful toolkit which allows our team to be productive from day 1.
We just recently launched our kickstarter, Forged of Blood. If you are curious what this toolkit can do, you can see some of the video of on our tactical layer on the page. Our KS page is at: https://www.kickstarter.com/projects...rged-of-blood/
Thanks,
-Joe
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Hi, I have a question that may seem rather simple but what I've tried has not seemed to work.
I have some characters meshes that are not rigged/animated and was hoping to use them similar to Hitman Go or some of the other Go style apps. The characters do not animate, simply move across the board similar to chess pieces.
When replacing the pawns SM that comes in the Unit_Player_Ranged BP I have a bunch of errors as the animations to not correspond. I was wondering if you could help in regards to this, if my characters do not have animations, state machines and rigging is this a big issue? or am I missing an easy fix?
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Originally posted by joesys View PostHello,
Just want to thank Monokkel for the wonderful toolkit which allows our team to be productive from day 1.
We just recently launched our kickstarter, Forged of Blood. If you are curious what this toolkit can do, you can see some of the video of on our tactical layer on the page. Our KS page is at: https://www.kickstarter.com/projects...rged-of-blood/
Thanks,
-Joe
The best thing about making this toolkit is seeing awesome games being made that have made use of it. I kind of wish I had discovered your blog before so I could have followed your progress up to this point, but I certainly will do so from now on. Makes me wonder what other games are being made out there that use ATBTT in some fashion (if someone is reading this who has such a project going that has a blog, YouTube channel or anything, please let me know!).
I particularly enjoyed watching the video where you show your progress from something that looks close to the base toolkit to the polished product you have now. Would you mind if I posted that video in this thread? I am sure it could serve as an inspiration to others here.
Originally posted by Rob3342421 View PostHi, I have a question that may seem rather simple but what I've tried has not seemed to work.
I have some characters meshes that are not rigged/animated and was hoping to use them similar to Hitman Go or some of the other Go style apps. The characters do not animate, simply move across the board similar to chess pieces.
When replacing the pawns SM that comes in the Unit_Player_Ranged BP I have a bunch of errors as the animations to not correspond. I was wondering if you could help in regards to this, if my characters do not have animations, state machines and rigging is this a big issue? or am I missing an easy fix?Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Monokkel View PostI’m happy to hear you found it helpful! I think your game looks extremely cool and I wish you best of luck with the Kickstarter. It is certainly right up my alley and you note many of my favorite games as your inspiration at your website. I’ve become your backer, so you’ve gotten your investment from buying ATBTT back
The best thing about making this toolkit is seeing awesome games being made that have made use of it. I kind of wish I had discovered your blog before so I could have followed your progress up to this point, but I certainly will do so from now on. Makes me wonder what other games are being made out there that use ATBTT in some fashion (if someone is reading this who has such a project going that has a blog, YouTube channel or anything, please let me know!).
I particularly enjoyed watching the video where you show your progress from something that looks close to the base toolkit to the polished product you have now. Would you mind if I posted that video in this thread? I am sure it could serve as an inspiration to others here.
With regard to progression video, please feel free to share or link as you think best. I'd do it but I'm currently on mobile and could not see the option.
Thanks,
-Joe
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Originally posted by joesys View PostHey, thanks! You don't have to feel obliged but we certainly appreciate it very much.Thank you very much.
With regard to progression video, please feel free to share or link as you think best. I'd do it but I'm currently on mobile and could not see the option.
I will certainly be spreading the wordI've posted your video below showing your development progress. It is worth noting to anyone watching that the developers have improved it even further since this video was made. I encourage everyone to check out their Kickstarter.
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