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FPS Tower Defense Toolkit

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  • replied
    Hi AndreasG, the turret placement logic prevents the player from blocking off all paths to the cores. So the AI will always have at least one valid path towards their destination.

    However if the player stands in their way, they can exhibit different behaviors based on a variety of conditions. So basically the AI consider the cores as their highest priority targets and hence their default behavior will always be to move towards them and attack once in range. This behavior can be affected by the player's actions though.

    For example, like in the scenario you mentioned where you're directly in front of an AI unit (and close enough), your threat priority increases and once it becomes higher than that of the core, the AI will come after you.

    Apart from that, another factor that can increase your perceived threat level as the player is how much damage you deal them in a certain period of time. If it's high enough, you can get the AI to even leave the core and attack you. This can be used by a player to pull some of the AI units away from the path while the towers finish off the rest of them. So yea, while the AI won't attack turrets, they will gladly attack you if you're in their way.
    Last edited by Stormrage256; 09-03-2019, 05:52 AM.

    Leave a comment:


  • replied
    Interesting toolkit you have there.

    I wonder what happens when the player blocks the AI's path way either by standing in the way or by building a closed wall of turrets.
    So basically a situation where there's no walkable path way left for the AI to get to the player's core building.

    Will AI start attacking turrets or the player to free the blocked path?

    Leave a comment:


  • replied
    The v3.4 update has gone live on the Marketplace.

    Change Log:
    • Added the option to display/hide Floating Damage Texts through the Health Manager component. (check for 'Version3_4' boolean tags to identify changes)

      Click image for larger version

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    • Simplified the weapon fire control logic by removing unnecessary interface function calls from components back to the weapon blueprint. Also removed deprecated components that are no longer used.

    The v4.21 compatibility update has been delayed due to a navigation-related bug present in the upgrade process from 4.20. You can find more details about it here: https://answers.unrealengine.com/que...r-startup.html. Compatibility for 4.21 will be added as soon as the issue is resolved.

    Leave a comment:


  • replied
    The v3.3 update has been submitted for Marketplace review.

    Change Log:
    • Added Unreal Engine v4.20 compatibility.
    • Added a Health Manager component to handle health updates for all entities.
    As always, changes within blueprints are tagged with the boolean variable 'Version3_3' in order to easily identify the alterations made in this update.

    Leave a comment:


  • replied
    The v3.2 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

    Change Log:

    1. Added performance optimizations to the holographic tower display system. In previous iterations of the system, the holographic display was updated during every update cycle. However, most of these update calls were redundant as the hologram attributes need to be modified only under certain conditions like the player camera focus shifting to a different grid cell or a different tower within the same grid cell. Hence, a new conditional check has been added to remove most of the unnecessary update calls, thus providing some well-needed performance benefits to counter the extra overhead brought about as result of the multiple core feature added in the v3.1 update.

    2. Fixed a bug that occasionally prevented AI paths from getting updated based on the placement of Tower Bases.


    The free gameplay demo for the v3.2 edition of FPS Tower Defense Toolkit (Windows) is now available
    at: https://www.dropbox.com/s/fpinqxlo0m...20Demo.7z?dl=0


    All changes within the blueprints are tagged with the boolean variable 'Version3_2' [check image attachment] in order to easily identify the alterations made in this update. Comments are also added to describe the major changes.

    Click image for larger version  Name:	32.jpg Views:	1 Size:	350.7 KB ID:	1484685
    Last edited by Stormrage256; 06-04-2018, 11:30 AM.

    Leave a comment:


  • replied
    Originally posted by Stoovey View Post

    Hi Storm,

    Thanks for the quick response with the fix!

    I can confirm, raising TileSizeUU to 600 has now fixed this issue !

    Speak soon,
    SR
    Glad to hear that it's fixed.

    Leave a comment:


  • replied
    Originally posted by Stormrage256 View Post

    Hey Stoovey, thanks for pointing out that issue. I had recently made some changes to the recast nav mesh configuration and the aforementioned bug was most certainly created as a result of that. I will release the official fix as part of the upcoming update. Meanwhile, you can fix it at your end by increasing the TileSizeUU attribute under the recast nav mesh settings as shown below. Raising it to 600 solved the issue at my end. But if that doesn't fix it for you, just try increasing it a bit more. The attribute basically controls the amount of nav mesh area that needs to be rebuilt at runtime when you move around nav path blocking objects like Tower Bases.

    Click image for larger version

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    Hi Storm,

    Thanks for the quick response with the fix!

    I can confirm, raising TileSizeUU to 600 has now fixed this issue !

    Speak soon,
    SR

    Leave a comment:


  • replied
    Originally posted by Stoovey View Post
    Hi Stormrage,

    I went ahead and bought the toolkit - thanks for answering my PM's!

    Seem to have come across an issue!

    From the AI Waypath, if you only have one line of "Towerbases" the AI path will try and push the AI through the gaps, see below

    https://gyazo.com/1265a926a71c2760e57a6ccbc2db6fdf

    However, if you place a second row of "Towerbases" behind the first row, the AI will then move to the correct path, see below.

    https://gyazo.com/1c2e895f505ceaeb275869f1bbd5e5db

    Can you either suggest a fix for this, or deploy a fix as a matter of urgency?

    Thanks,

    SR
    Hey Stoovey, thanks for pointing out that issue. I had recently made some changes to the recast nav mesh configuration and the aforementioned bug was most certainly created as a result of that. I will release the official fix as part of the upcoming update. Meanwhile, you can fix it at your end by increasing the TileSizeUU attribute under the recast nav mesh settings as shown below. Raising it to 600 solved the issue at my end. But if that doesn't fix it for you, just try increasing it a bit more. The attribute basically controls the amount of nav mesh area that needs to be rebuilt at runtime when you move around nav path blocking objects like Tower Bases.

    Click image for larger version

Name:	recast.jpg
Views:	90
Size:	263.3 KB
ID:	1480985

    Leave a comment:


  • replied
    Hi Stormrage,

    I went ahead and bought the toolkit - thanks for answering my PM's!

    Seem to have come across an issue!

    From the AI Waypath, if you only have one line of "Towerbases" the AI path will try and push the AI through the gaps, see below

    https://gyazo.com/1265a926a71c2760e57a6ccbc2db6fdf

    However, if you place a second row of "Towerbases" behind the first row, the AI will then move to the correct path, see below.

    https://gyazo.com/1c2e895f505ceaeb275869f1bbd5e5db

    Can you either suggest a fix for this, or deploy a fix as a matter of urgency?

    Thanks,

    SR

    Leave a comment:


  • replied
    The v3.1 update of FPS Tower Defense Toolkit has gone live on the Marketplace.

    v3.1 Change Log:

    1. Introduced support for Multiple Power Cores. [Dev Log: https://unrealpossibilities.blogspot...dev-log-1.html]

    Click image for larger version  Name:	ezgif.com-optimize.gif Views:	1 Size:	467.3 KB ID:	1455820

    2. Added the option to specify when different types of AI classes will first make their appearance over the course of a level when using the Weighted Wave Spawning System. [Dev Log: https://unrealpossibilities.blogspot...dev-log-2.html]

    3. Added a bunch of performance optimizations. [Dev Log: https://unrealpossibilities.blogspot...dev-log-3.html]

    4. Added Unreal Engine v4.19 compatibility.


    Bug Fixes:

    1. Fixed incorrect tower orientations associated with placing towers on inclined grid surfaces.
    2. Fixed an issue with plasmoid projectiles failing to destroy themselves
    3. Fixed the issue of weapons with penetrating shots occasionally failing to connect with the target.
    4. Fixed a bug that caused AI bots to become irresponsive for a short duration upon losing track of a player character that has become non-reachable.


    A free gameplay demo for the v3.1 edition of FPS Tower Defense Toolkit (Windows) is now available at: https://www.dropbox.com/s/yfszjcgvw1...20Demo.7z?dl=0


    All changes within the blueprints are tagged with the boolean variable 'Version3_1' [check image attachment] in order to easily identify the alterations made in this update. Comments are also added to describe the major changes.

    Click image for larger version  Name:	31.jpg Views:	1 Size:	236.7 KB ID:	1455819

    Leave a comment:


  • replied
    Almost done working on the upcoming v3.1 update. The toolkit is finally getting support for multiple power cores:

    Leave a comment:


  • replied
    Added a new tutorial on how to create new levels from scratch: https://unrealpossibilities.blogspot...orial-how.html

    Also updated the following concept overview articles to match the design of the latest version of the toolkit:

    Leave a comment:


  • replied
    The v3.0 update of FPS Tower Defense Toolkit has gone live on the marketplace.

    v3.0 Change Log:

    1. Revamped the visual design of the sample map provided with the toolkit. More details about the workflow at: http://unrealpossibilities.blogspot....dev-log-3.html

    2. Added support for using basic weight distributions to control the spawn probabilities for different types of AI classes. For an in-depth read, check out the dev log at: https://unrealpossibilities.blogspot.in/2018/02/tower-defense-starter-kit-v22-dev-log-1.html. (shared dev log with Tower Defense Starter Kit)

    3. Introduced a data-driven approach to spawning AI bots, with all core AI attributes accessible via a new Data Table. Check out the dev log for detailed information regarding the design at: https://unrealpossibilities.blogspot...dev-log-2.html. (shared dev log with Tower Defense Starter Kit)


    Known Issues:

    1. Wierd animations when the player character respawns: Can be resolved by removing the 'NetworkPlayerStart' actor from the sample map.

    Edit: The v3.0.1 update with bug fixes for the aforementioned issue has gone live on the Marketplace.


    A free gameplay demo for the v3.0.1 edition of FPS Tower Defense Toolkit (Windows) can be downloaded from: https://www.dropbox.com/s/kucgtzoso6...20Demo.7z?dl=0


    All changes within the blueprints are tagged with the boolean variable 'Version3_0' [check image attachment] in order to easily identify the alterations made in this update. Comments are also added to describe the major changes.
    Attached Files
    Last edited by Stormrage256; 02-26-2018, 02:43 PM.

    Leave a comment:


  • replied
    Originally posted by Frequia View Post
    Now I tried this, but it didnt collide with the EVO suit. It compiled fine and the game works. I did a copy of the project file incase anything went south
    I can upload the EVO suit blueprint, incase you want to have a look at it and send it to you.
    I don't think you would need to perform the two Cast-to-Class operations right after the Hit Event. Could you remove them & instead add a Print String with its string input connected to the 'Other Actor' parameter of the Component Hit Event. Try firing at the EVO suit object after that & see if it's printing the actor's name correctly. It will give us a better idea of where the root cause of the problem lies.

    Leave a comment:


  • replied
    Now I tried this, but it didnt collide with the EVO suit. It compiled fine and the game works. I did a copy of the project file incase anything went south
    I can upload the EVO suit blueprint, incase you want to have a look at it and send it to you.
    Attached Files

    Leave a comment:

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