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    #76
    I'll probably get this once it has been updated to 4.11.

    I think it would be a definite buy for many if it includes some basic vr and motion control support for menus and combat.

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      #77
      Originally posted by Magneto View Post
      I'll probably get this once it has been updated to 4.11.

      I think it would be a definite buy for many if it includes some basic vr and motion control support for menus and combat.

      Hey Magneto, thanks for your suggestions. I will see if I can include the option to toggle between the normal Loadout HUD & a 3D Widget menu for the same. But since I don't own a VR device or motion controller, VR specific features may not make it. But apart from the device specific requirements like input handling, if you have any ideas about the type of features you need in VR, I might be able to look into them to see if there can be a way to have them coexist with existing workflow. So any suggestions on that regard are welcome.

      I'm almost done working on the next update. Since it's going to bring about a lot of changes, I'm thinking of making it a v4.11 exclusive so that people who want the previous versions can download the v4.10 project files. So you can expect the v4.11 update soon after the official Engine update.
      Unreal Possibilities
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        #78
        Originally posted by Stormrage256 View Post
        Hey Magneto, thanks for your suggestions. I will see if I can include the option to toggle between the normal Loadout HUD & a 3D Widget menu for the same. But since I don't own a VR device or motion controller, VR specific features may not make it. But apart from the device specific requirements like input handling, if you have any ideas about the type of features you need in VR, I might be able to look into them to see if there can be a way to have them coexist with existing workflow. So any suggestions on that regard are welcome.

        I'm almost done working on the next update. Since it's going to bring about a lot of changes, I'm thinking of making it a v4.11 exclusive so that people who want the previous versions can download the v4.10 project files. So you can expect the v4.11 update soon after the official Engine update.
        Sounds great if it's not too much trouble. The vr stuff is still very new but we should know more in a few weeks time.

        I was wondering about the possibility of allowing the player to remote control one or more turrets manually, either in game or possibly for a different kind of game mode?

        Is it possible to easily change the scale of everything to a smaller play area?

        Are flying enemies possible with the current setup?

        Also is it possible to move the turrets around via matinee?

        Sorry for all the questions.

        Comment


          #79
          Originally posted by Magneto View Post
          Sounds great if it's not too much trouble. The vr stuff is still very new but we should know more in a few weeks time.

          I was wondering about the possibility of allowing the player to remote control one or more turrets manually, either in game or possibly for a different kind of game mode?

          Is it possible to easily change the scale of everything to a smaller play area?

          Are flying enemies possible with the current setup?

          Also is it possible to move the turrets around via matinee?

          Sorry for all the questions.
          1. Letting the player remote control towers is actually a cool idea. The closest thing that I can think of is the game Star Wars Republic Commando. In that game, when the player presses F while the targeting reticule is focused on an enemy, all his squadmates in range will start firing at that unit. Is that what you had in mind? Like highlight an enemy & all towers that have this unit in range would immediately stop it's current course of action & set this enemy unit as the highest priority?

          2. Yes, changing the scale of the system is quite easy. You can check out this earlier post to see how to accomplish the same in the toolkit: https://forums.unrealengine.com/show...l=1#post439776

          3. I have never really tried out implementing a flying unit, it's just one of those things that kept getting backlogged to future updates. The toolkit does not come with any default flying units, as all the units are using character movement components. But if you already have a basic idea in mind about the type of implementation you would require for a flying unit, I should be able to answer that question more clearly. If not, I'll do some research on common flying AI implementations this weekend & let you know.

          4. Unfortunately, my knowledge about using Matinee is pretty much non existent. So to be honest, I'm afraid I cannot give any accurate answer for that.

          Please don't apologize for asking questions. Some of the important features that made it into the toolkit like the idea of multiple wave spawning systems & traps were made possible because some one asked/suggested about them. Plus it really helps to realize new possibilities that I have never thought of like the remote controlled turrets you just mentioned, & possibly increase the quality of the toolkit.
          Unreal Possibilities
          Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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            #80
            Originally posted by Stormrage256 View Post
            1. Letting the player remote control towers is actually a cool idea. The closest thing that I can think of is the game Star Wars Republic Commando. In that game, when the player presses F while the targeting reticule is focused on an enemy, all his squadmates in range will start firing at that unit. Is that what you had in mind? Like highlight an enemy & all towers that have this unit in range would immediately stop it's current course of action & set this enemy unit as the highest priority?

            2. Yes, changing the scale of the system is quite easy. You can check out this earlier post to see how to accomplish the same in the toolkit: https://forums.unrealengine.com/show...l=1#post439776

            3. I have never really tried out implementing a flying unit, it's just one of those things that kept getting backlogged to future updates. The toolkit does not come with any default flying units, as all the units are using character movement components. But if you already have a basic idea in mind about the type of implementation you would require for a flying unit, I should be able to answer that question more clearly. If not, I'll do some research on common flying AI implementations this weekend & let you know.

            4. Unfortunately, my knowledge about using Matinee is pretty much non existent. So to be honest, I'm afraid I cannot give any accurate answer for that.

            Please don't apologize for asking questions. Some of the important features that made it into the toolkit like the idea of multiple wave spawning systems & traps were made possible because some one asked/suggested about them. Plus it really helps to realize new possibilities that I have never thought of like the remote controlled turrets you just mentioned, & possibly increase the quality of the toolkit.
            1. Yeah that's it. Although a free fire mode would be cool as an option for a single turret as well so it shoots where ever you point at regardless of how far. Im thinking of a weak and somewhat inaccurate option for emergencies with fire converging on location you point at.

            2. Good to know thanks.

            3. Anything simple will do for what i have in mind. If i can place a path in the air for some enemies to follow that would be great. Might be possible with an invisible floor?

            4. No problem was just wondering.

            Thanks.

            Comment


              #81
              Originally posted by Magneto View Post
              I'll probably get this once it has been updated to 4.11.

              I think it would be a definite buy for many if it includes some basic vr and motion control support for menus and combat.

              Hey Magneto, I've been going over some ideas about how to include interactive 3D widgets as part of the HUD. After trying out some of the solutions, I believe that the best way to add this feature without making a mess of both 2D & 3D HUD logic coexisting with each other would be to use both types for different scenarios. For example, I decided to keep the static in-game HUD & the tower selection menu at level start as 2D HUD elements, while converting the in-game interactive elements like Tower Upgrade/Sell Menu into a 3D widget [There are plans to add some weapon selection options in the future as well, & that could also use 3D widgets]. This way, I can demonstrate the working behind both methods of interaction without making everything too generalized & complicated to understand.

              However I'm not confirming this as there is an in-engine bug in v4.10 that causes problems while interacting with 3D widgets. If it get's fixed in v4.11 & it seems to be fixed in the preview version, I will try looking into the 3D widgets in the coming updates. So it would be better if you wait for the v4.11 update, which will be submitted as soon as the engine hit v4.11 stable release.
              Last edited by Stormrage256; 06-20-2017, 07:11 AM.
              Unreal Possibilities
              Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                #82
                Work on the next update is finally over. I'm waiting for v4.11 Engine release for further testing. Meanwhile here is a preview video for the new Tower Selection Menu:



                Using the Loadout menu, the user can specify the maximum number of tower types that the players have at their disposal for a particular level, while the Tower Selection menu enables players to add towers to the Loadout menu. The Tower Selection menu also provides description for all available towers. The In-Game HUD logic has also been updated to reflect the towers selected by the player in the Loadout menu. The tower buttons are now displayed dynamically based on the player selection & hence do not need to be modified manually using the UMG editor.
                Unreal Possibilities
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                  #83
                  Looking good! Don't worry too much about making 3D menus work if you've got more important updates to do.

                  Comment


                    #84
                    FPS Tower Defense Toolkit Basics: Enemy Spawn Points

                    While the Wave Manager does the majority of the work related to spawning enemy units, it is the Enemy Spawn Point class in FPS Tower Defense Toolkit that creates the spawn points for the creeps. The toolkit supports placement of multiple enemy spawn points in a level thus creating multiple avenues of approach toward the Power Core. This class is also responsible for displaying information about the upcoming waves so that players can change the maze layout & tower placements to best counter them. To further aid in this regard, the spawn points dynamically update the spline based nav path display towards the Core based on the placement of tower bases in the level.

                    With customization in mind, this class is also equipped with Spawning Volumes that can spawn creeps anywhere in the specified region apart from the default functionality of spawning at the exact actor location. To save runtime operational costs, users can also choose the option to enable usage of cached spawn transforms, thus creating a specified number of random spawn points within the spawning volume at level start. The public variables 'UseCachedSpawnTransforms' & 'NumberOfCachedSpawnTransforms' control this aspect of the Enemy Spawn Points.

                    Click image for larger version

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                    The upcoming update v1.6 will add a new variable 'SpawningVolumeRadius' [as shown in screenshot above] to directly control the spawning volume dimensions of each Enemy Spawn Point placed in the level.
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                    Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                      #85
                      Hi, I will not have access to my computer until this coming Monday & hence will not be available in the forums. However I will have access to my mail. So if anyone has any queries regarding the toolkit, you can reach me at: rohitmohan.k@outlook.com
                      Unreal Possibilities
                      Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                        #86
                        The v1.6 update will be submitted to the marketplace on this coming monday. Meanwhile I've added a few new improvements related to how the Tower Upgrades work. While most of them are based on improving the workflow under the hood, the tower stats menu is also getting a new sweet visual upgrade. Instead of the v1.5 menu which just shows the existing stats & upgrade cost, the new stats menu will show upgraded stats alongside existing stats.

                        Preview Video:

                        Last edited by Stormrage256; 09-29-2016, 01:20 AM.
                        Unreal Possibilities
                        Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                          #87
                          Submitted the v1.6 update files to the marketplace. This is a v4.11 exclusive update as it brings about a lot of changes to the toolkit, both in terms of features as well as the workflow. So if anyone wants to get the v1.5 project files in the future, it will not be replaced as the v4.10 project files will remain intact.
                          Unreal Possibilities
                          Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                            #88
                            Update VI (v1.6) [Compatible with Unreal Engine v4.11] project files are now available in the Marketplace. Since this update brings about a lot of changes, both in terms of new features as well as the improvements over the previous v1.5 implementation, the update has been released only for Unreal Engine v4.11. This ensures that anyone who wants to keep using the v1.5 implementation can still download the v4.10 project files from the Marketplace. Listed below is a brief overview of the code changes in the update:

                            - Loadout & Tower Selection menus added to enable tower selection at level start. The list of available towers in the Tower Selection menu are populated dynamically based on the information specified in the Tower Data Array. [Preview video: https://www.youtube.com/watch?v=uqLN_pxcR5k]

                            - The new Tower Data Array can be used to set the list of available towers for each level as well as basic tower initialization attributes like Tower Cost, Tower Class, etc. This essentially removes the need to keep separate variables & checks for each tower & paves the way for a much more dynamic workflow when other parts like the HUD system are interacting with the Tower Data.

                            - Blueprint interfaces added to handle resource points management during tower setup/destroy events & grid data retrieval for trace hit actors.

                            - New HUD class to manage high level HUD state changes.

                            - Simplified output boost implementation for the Boost Tower.

                            - Added provision to set the scale [number of digits succeeding the decimal point] for tower stats display in order to prevent clipping of text between widgets.

                            - All Grid Data updates now handled within the Game State blueprint only.

                            - Tower upgrades now improve the rate of fire & tower range/resource cap alongside the normal output increase. The improved tower upgrade menu showcases both current stats as well as upgraded stats.

                            - Stats for all offensive towers now display Damage Per Second instead of the regular output per cycle value, thus providing more useful data to the player when interacting with towers.

                            - The Holographic tower spawn logic has been moved from the Tower Spawn Manager to their respective classes, thus reducing the need for unnecessary checks & improving the code modularity.

                            - Setter functions implemented to enable variables changes to occur only from within their parent objects.

                            - Improved code standardization & optimization implemented across all classes.


                            All changes within the blueprints are marked with the boolean variable 'Version1.6' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below [Moved to attachment view]:

                            ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

                            Changes in the Content Browser:

                            - New enums: EHUDState, EHUDStatsType, ETowerConstructorMenuType & ETowerFunctions.

                            - New interfaces: BPI_GridLink, BPI_GenericHUDUpdates & BPI_TowerFunctions.

                            - 'Struct_GridGeneratorData' renamed to 'Struct_GridCellData'.

                            - 'Struct_MapGridData' renamed to 'Struct_GridData'. New member added to struct.

                            - 'BP_TowerSpawnHandler' & 'BP_WaveHandler' renamed to 'BP_TowerSpawnManager' & 'BP_WaveManager' respectively.

                            - New struct: Struct_TowerData.

                            - New default HUD class added: BP_FPSTDHUD.

                            - New widgets: Widget_LoadoutMenu, Widget_TowerButton, Widget_TowerListBox & Widget_TowerSelectionMenu.

                            - Navmesh runtime generation changed from dynamic to dynamic modifiers only.

                            - BP_PlanarGridGenerator moved to GameplayActors folder.

                            - Removed 'BP_FloorGridGenerator' & 'BP_WallGridGenerator' blueprints.
                            Attached Files
                            Last edited by Stormrage256; 09-29-2016, 01:20 AM.
                            Unreal Possibilities
                            Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                              #89
                              How Do i deleted the first person controller and only allow the camera angel to be Third Person?

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                                #90
                                Originally posted by StrayDog8797 View Post
                                How Do i deleted the first person controller and only allow the camera angel to be Third Person?
                                The toolkit already has the support to switch between first and third person [only running & jumping animations included] views. The associated logic lies within the BP_FPSTDCharacter blueprint as shown in the screenshot below:

                                Click image for larger version

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                                If you only want the third person view, you can do the following steps [within the BP_FPSTDTCharacter blueprint]:

                                1. First remove that 'SwitchCamera' logic marked with the red box in the screenshot. You won't need that if you're only using third person view.

                                2. Then remove the 'Mesh1P' skeletal mesh component & any references to it within the character blueprint.

                                3. Replace every instance of '1PCamera' camera component with '3PCamera' camera component & then delete '1PCamera'. Tick the 'Auto Activate' property of '3PCamera'.

                                Click image for larger version

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                                4. Now select the 'Mesh' component, & untick the attribute 'Hidden in Game' as shown below:

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                                5. With that, you should be able to get the third person view working. Apart from that, there is only some code clean up to do. So just search for the variable 'FPSMode?' and disconnect the part that's only connected to it's True execution pin.
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