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  • #46
    Any news on when v4 will go live on the marketplace?

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    • #47
      Originally posted by MiniDigger View Post
      Any news on when v4 will go live on the marketplace?
      Hey MiniDigger, nice to see you here. v4 just went live on the Marketplace. Both 4.9 and 4.10 versions contain all the new updates mentioned above.
      Dev blog: Unreal Possibilities
      Youtube channel
      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

      Comment


      • #48
        Two questions.

        1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
        2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

        Thanks very much for making this and providing it on the marketplace.

        Comment


        • #49
          Originally posted by SlightlyLive View Post
          Two questions.

          1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
          2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

          Thanks very much for making this and providing it on the marketplace.
          Hi SlightlyLive, yes you can make the grid sizes smaller. When you open up the toolkit, you may notice that there is an actor in the level named 'BP_GridManager'. I've exposed the 'GridCellSize' variable in that class so that users could change the grid size for all Grid generators from one place, instead of having to go to each Grid Generator. So basically you change the 'GridCellSize' variable and then move the Grid Generators in the level or recompile the BP_PlanarGridGenerator class so that their construction script gets executed again with the new parameters. You can check out the screenshots below to see the process.

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          Now that should take care of the Grid Sizes. But your Towers would still retain the size relative to your old Grid Size as they are not dependent on the Grid Size. You would probably be using your own tower meshes, but for prototyping, you could just go to the tower meshes in the 'Meshes' folder and then open up the towers and change their build size according to your requirements.

          Click image for larger version

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          As for your second question, I'll make something that describes the process of creating and customizing your own waves. But if you have any doubts in particular about the wave system, I could help with that right away.
          Last edited by Stormrage256; 09-29-2016, 01:21 AM.
          Dev blog: Unreal Possibilities
          Youtube channel
          FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
          Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
          Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

          Comment


          • #50
            Originally posted by SlightlyLive View Post
            Two questions.

            1) I want to make the grid sizes smaller. Having big blocks as in the default really limited tower placement, can the grid sizes be made smaller?Or towers require more or less grid space?
            2) I can't figure how how to configure the wave spawner - any chance you could make something that explains it? There was one or two variables I couldn't even find.

            Thanks very much for making this and providing it on the marketplace.
            I've written a brief description of the wave spawning system in the toolkit. You can check it out here in an earlier post in this thread: https://forums.unrealengine.com/show...l=1#post349206

            My video creation skills are pretty bad, so I usually go ahead with doing a write up about the topics. But if the information mentioned above doesn't clear your questions, then please let me know. I could also create demo videos to showcase the process. Meanwhile, I hope that you will find this helpful. Let me know if you have any doubts or suggestions regarding the same.
            Last edited by Stormrage256; 02-06-2016, 11:37 PM.
            Dev blog: Unreal Possibilities
            Youtube channel
            FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
            Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
            Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

            Comment


            • #51
              Thank you all very much for the in-depth responses. I'll pour over what is here as soon as I can, and I really appreciate the help.

              Comment


              • #52
                I have a few more questions. I'm really enjoying digging into this project. So,

                1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
                2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
                3) Is it possible to have tower placement not snap to the grid?

                Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
                Last edited by SlightlyLive; 12-22-2015, 08:38 AM.

                Comment


                • #53
                  Originally posted by SlightlyLive View Post
                  I have a few more questions. I'm really enjoying digging into this project. So,

                  1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
                  2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
                  3) Is it possible to have tower placement not snap to the grid?

                  Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
                  Hey SlightlyLive, glad to hear that you're enjoying working on the toolkit. I'll need some time to think over what's the best way to implement the 1st & 3rd questions. So before that I'll just start ahead with the 2nd one.

                  2. The toolkit doesn't have that functionality by default. I had thought about adding that as a functionality, but then realized that it would make the tower spawn handler really bloated. However that being said, there is a relatively easy way to implement what you're asking. As you might have already noticed, there is a 'BP_TrapActual' class to add traps, which are directly added on the floor. You could use the trap spawning functionality ['SpawnTrapHolographic' & 'SpawnTrapActual' functions in the Tower Spawn Handler class] to place Attack Towers instead of Traps.

                  The fastest way to make a working prototype using this method is to set the 'BP_TowerHoloClassRef' & 'BP_TowerActualClassRef' to some Attack tower class when you input '6' to select traps. You can do it as shown below from the 'BP_FPSTDCharacter' blueprint.

                  Click image for larger version

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                  For example, I set both the Tower Holo & Tower Actual classes to 'BP_LaserTowerHolo' & 'BP_LaserTowerActual' respectively, when I select the Trap. So instead of placing traps, it places Laser Towers on the floor.

                  Click image for larger version

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                  That should take care of the Tower spawning system. Next, in order to set the Tower cost right, set the Tower cost to Laser Tower Cost & Tower Type to Laser Tower, in the first screenshot, just prior to setting the holo and actual class variables. Now, all that should be left is to take care of destroying the tower. So inside the 'DestroyActualTower' function in Tower Spawn Handler class, where it handles the Attack Tower blueprints, change the 'Cast to BP_TowerBaseActual' to 'BP_AttackTowerActualParent', and that should do the trick. You can replicate the same process for all other Towers as well, by redirecting all the 'SwitchOnTowerType' to the Spawn Trap logic.

                  Click image for larger version

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                  Dev blog: Unreal Possibilities
                  Youtube channel
                  FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                  Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                  Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                  Comment


                  • #54
                    Originally posted by SlightlyLive View Post
                    I have a few more questions. I'm really enjoying digging into this project. So,

                    1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
                    2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
                    3) Is it possible to have tower placement not snap to the grid?

                    Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
                    Regarding your third question, it might be possible to do what you're asking with Collision overlaps. The reason why I'm using grid is to avoid doing that check and instead rely on stored data to determine whether a tower already occupies the place where you're trying to spawn a new tower. If you want to do it without grid, you could change the collision response Holo Tower meshes to have them overlap with Attack towers and other solid objects in the level.

                    Now, when you look around the level, the Holo tower will begin and end overlap with objects that are on it's way. Using this knowledge, you can allow the user to spawn a new tower if the holo tower is not overlapping with anything. On the other hand, if it's overlapping with something, you do not allow the player to spawn a new tower.
                    Dev blog: Unreal Possibilities
                    Youtube channel
                    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                    Comment


                    • #55
                      Originally posted by SlightlyLive View Post
                      I have a few more questions. I'm really enjoying digging into this project. So,

                      1) Is it possible to make enemies perceive towers as a threat? Ideally I'd like to have enemies ignore towers in terms of having navigation and when they approach the tower, instead of navigating around, they'd attack the tower until it's dead and continue onwards. I guess this question has multiple components - tower health, tower threat to enemies, towers excluded from navigation considerations.
                      2) Is it possible to have towers placed without the requirement of the the tower base? I'd like to place towers directly on the map without them sitting on the base.
                      3) Is it possible to have tower placement not snap to the grid?

                      Like I said, I've spent hours with this so far and I'm really enjoying it. Thank you very much.
                      Alright, now on to your first question. First of all, you would have to add a Health attribute in the Tower Actual parent class. Then add an 'EventAnyDamage' to register damage and thus ultimately destroy tower if it's health goes down to zero. You probably wouldn't have to do make any changes to navigation as such, but the AI threat detection and response behavior would have to be altered. I have a couple of ideas on how to implement that:

                      1. You could use the existing threat detection system, built around the 'VisionCheck' function in the ranged & melee AI Bots. By default this function keeps checking if the player is within it's range using a mix of distance, angular & line trace based checks. If you want to add towers to the list of potential targets, then at level start, get all towers in the level and add it into an array that can be accessed by your AI Bots at runtime. Keep updating this array everytime the player adds a new tower or when an existing tower is destroyed. Now that we have the towers, you could loop through the array and do vision checks to all these towers along with the one you do to detect the player. As soon as a bot detects a tower or player, stop it's movement and vision check, and have it start attacking the target. As soon as the target is destroyed, it can continue on it's path.

                      2. You could use the AI Perception component built into the blueprints. Add the player character and all towers as AI Perception Stimuli Source. This will mean that the bots will use their AI perception to listen to the stimuli sources and detect them automatically when they're within the specified sight range. Once the bot detects something, use the same logic as mentioned above in the first point.

                      I hope that covers all your questions. Let me know if you have any doubts anywhere.
                      Dev blog: Unreal Possibilities
                      Youtube channel
                      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                      Comment


                      • #56
                        Are there any known errors with the HUD? It isn't working for me (4.9.2), the health and enemy health bar are just emtpy grey boxes and the wave number and ammo counter and r to reload don't show up at all

                        Comment


                        • #57
                          Originally posted by tamaster92 View Post
                          Are there any known errors with the HUD? It isn't working for me (4.9.2), the health and enemy health bar are just emtpy grey boxes and the wave number and ammo counter and r to reload don't show up at all
                          There is one known HUD issue in v4.9 which completely hides the Tower Build HUD, when you untick 'TimedWaveStarts?' from the Wave Handler. This can be fixed by making the missing connection in the Tower Build HUD as shown:

                          [Image moved to attachment view]

                          This fix will be included in the next update, which will be submitted within a week. But from what you've said, the bug you encountered might be different from this. Could you please try this out and let me know if it makes any difference?
                          Attached Files
                          Last edited by Stormrage256; 09-29-2016, 01:25 AM.
                          Dev blog: Unreal Possibilities
                          Youtube channel
                          FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                          Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                          Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                          Comment


                          • #58
                            Click image for larger version

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                            See above - the HUD is cut out and not showing correctly at all, even after that fix

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                            • #59
                              Originally posted by tamaster92 View Post

                              See above - the HUD is cut out and not showing correctly at all, even after that fix
                              Alright, thanks for posting the images. May I know the screen resolution that you're using so that I can test it out. I think that the widget might be getting compressed so that only part of it becomes visible.
                              Last edited by Stormrage256; 09-29-2016, 01:22 AM.
                              Dev blog: Unreal Possibilities
                              Youtube channel
                              FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                              Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                              Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                              Comment


                              • #60
                                I am running my screen at 1080p, and UE4 is in windowed mode

                                Would you suggest trying to run the game fullscreen?

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