Your fix for adding flying units worked like a charm, with one minor hiccup. I modified it so that instead of removing edges for impassible terrain, it just made the cost too high for a normal unit to transition. Next I changed the path-finding type to "Ignore Difficult Terrain" and sure enough my "flying units" could travel straight up the side of buildings/cliffs while non-flyers have to walk around. The hiccup occurs if I want to toggle "flying". If my unit takes to the air, or lands it doesn't register the change in path-finding type until I move again. Is there a way I can have it run the logic as if I moved when I toggle flight on/off so the variables are re-initialized without taking a step?
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Hello again. This may seem like a simple question but I cannot figure this out.
Is there a way to check which object is at a certain index in the Grid Manager? What I am trying to do is to have a custom pathfinding that will treat certain kinds of tiles as impassable for units using that pathfinding (Otherwise it is a normal no-diagonal square pathfinding).
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Originally posted by Southwind View PostYour fix for adding flying units worked like a charm, with one minor hiccup. I modified it so that instead of removing edges for impassible terrain, it just made the cost too high for a normal unit to transition. Next I changed the path-finding type to "Ignore Difficult Terrain" and sure enough my "flying units" could travel straight up the side of buildings/cliffs while non-flyers have to walk around. The hiccup occurs if I want to toggle "flying". If my unit takes to the air, or lands it doesn't register the change in path-finding type until I move again. Is there a way I can have it run the logic as if I moved when I toggle flight on/off so the variables are re-initialized without taking a step?
Originally posted by AxelRantila View PostHello again. This may seem like a simple question but I cannot figure this out.
Is there a way to check which object is at a certain index in the Grid Manager? What I am trying to do is to have a custom pathfinding that will treat certain kinds of tiles as impassable for units using that pathfinding (Otherwise it is a normal no-diagonal square pathfinding).Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Monokkel View PostHello there, if you are using units that are not animated you should not use the Unit_Player_Ranged blueprint, but instead make a new child blueprint of the base Unit blueprint and add a mesh. The four example units that are included in ATBTT are just the Unit blueprint with a skeletal mesh and animation logic added. Since you aren’t animating it in any way similar to what I’m doing there it does not make sense to use these.
Warning Can't connect pins Unit and Self : Unit Parent Reference is not compatible with Self Reference.
Warning Can't connect pins Self and Unit : Self Reference is not compatible with Unit Parent Reference.
Warning Can't connect pins Target and Victim : Self Reference is not compatible with Unit Parent Reference.
Warning Can't connect pins Victim and Target : Unit Parent Reference is not compatible with Self Reference.
Warning Can't connect pins Self and Item : Self Reference is not compatible with Unit Parent Reference (by ref).
Warning Can't connect pins Item and Self : Unit Parent Reference (by ref) is not compatible with Self Reference.
Warning Can't connect pins Item and Self : Unit Parent Reference (by ref) is not compatible with Self Reference.
Warning Can't connect pins Self and Item : Self Reference is not compatible with Unit Parent Reference (by ref).
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It seems like you duplicated Unit instead of creating a child blueprint of it. Because of this all of the nodes that assume the unit is of the Unit class are not working. Right click on the Unit blueprint and create a child actor. Then modify this actor how you want.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Monokkel View PostThere are a few ways of checking whether an object is at a certain grid index, though which one is most suited depends on what you are doing. The simplest to implement is to get all objects of the class you are interested, loop through each and inputting their locations into the VectorToIndex function in BP_GridManager, checking the outputted index against the index you are interested in. This works fine if there are not too many of this particular object in a map and you do not intend to do so multiple times in the same tick. Since you want to check this for every step during pathfinding this solution is way too slow. In this case you can do what I've done with the Pawn Array. Make a new array for your objects, resize it to be the size of the grid, loop through all your objects and use the VectorToIndex function to SetArrayElements at the correct indexes to references to your objects. Then you design custom pathfinding that checks if this new custom array is empty at any checked index (in the same way I do with the Pawn Array). As a rule when creating a custom pathfinding function the ordering of the branches should be set up from most to least likely branch to fail out, so put this new branch near the end (same as with my branch checking for units).
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How have people using this kit implemented a way to store many pawns? I assume a struct containing all the pawn information needed and a data table, but as I've never really worked with data tables I'm not really sure if this is the best solution. I'm curious as to how anyone has approached this and the strengths and weaknesses of the approach. I myself am aiming to have many pawn characters of which the player can choose to use in each map. My pawns will be quite unique from each other, having their own specific stats and skills.
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Originally posted by Malibu Lizard View PostHow have people using this kit implemented a way to store many pawns? I assume a struct containing all the pawn information needed and a data table, but as I've never really worked with data tables I'm not really sure if this is the best solution. I'm curious as to how anyone has approached this and the strengths and weaknesses of the approach. I myself am aiming to have many pawn characters of which the player can choose to use in each map. My pawns will be quite unique from each other, having their own specific stats and skills.
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Originally posted by AxelRantila View PostYour suggestion with a grid-sized array worked for me. And since the layoutit doesn't change mid-game, it also made sense to set it up during set-up. I need to make the blueprint looks nicer now but it works just fine.
Originally posted by Malibu Lizard View PostHow have people using this kit implemented a way to store many pawns? I assume a struct containing all the pawn information needed and a data table, but as I've never really worked with data tables I'm not really sure if this is the best solution. I'm curious as to how anyone has approached this and the strengths and weaknesses of the approach. I myself am aiming to have many pawn characters of which the player can choose to use in each map. My pawns will be quite unique from each other, having their own specific stats and skills.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Monokkel View PostIt seems like you duplicated Unit instead of creating a child blueprint of it. Because of this all of the nodes that assume the unit is of the Unit class are not working. Right click on the Unit blueprint and create a child actor. Then modify this actor how you want.
Also is there a changelog of and a way to check the version of ATBTT that I am using in my project??
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Originally posted by Rob3342421 View PostHiya, yes this fixed the compile errors, I now somply have to set it all up the way I want it to play, thanks a bunch!
Also is there a changelog of and a way to check the version of ATBTT that I am using in my project??Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Nobleactual View PostHey there, I love the tootlkit. Is there a possiblity in the Sci Fi Gamemode to instanly wake the units instead of when they spot me?
TyAdvanced Turn Based Tile Toolkit (Marketplace - Support)
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Advanced Turn Based Tile Toolkit (Marketplace - Support)
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