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    Originally posted by themuzikman View Post
    Thanks for the toolkit; great job! I just picked it up today and it's awesome. I am finally stumped, though. How would I go about adding a delay to the mission success screen? If it's with a delay node, I can't figure out where I would plug it since the mission success is always called in a function. Does anyone know how to accomplish this? It seems like such a simple thing to do... I guess while we're at it, how would I do the same thing for the Tower Selection Menu? I think it could use a 1 or 2 second delay before activating. Thanks in advance!
    Thanks for the feedback . As you've already noticed, there is a dedicated function 'DisplayMissionSummary' that handles the necessary protocols before the actual Mission Summary HUD is displayed. You cannot call a delay from within a function, but you can do so if you create a custom event.

    What you could do is create a Custom Event within the BP_PlayerController blueprint & move out the nodes upto 'UpdateHUDState' function call (from the original function) into this event. You can then add a delay & call the 'DisplayMissionSummary' function from here after it. Now all you have to do is to replace the all instances of the function call with the new event that you created. And just make sure that you set the same value for the boolean flag 'MissionSuccess' while calling the new event.

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    As for your second query, I'll get back to you in a while.
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      Originally posted by themuzikman View Post
      Thanks for the toolkit; great job! I just picked it up today and it's awesome. I am finally stumped, though. How would I go about adding a delay to the mission success screen? If it's with a delay node, I can't figure out where I would plug it since the mission success is always called in a function. Does anyone know how to accomplish this? It seems like such a simple thing to do... I guess while we're at it, how would I do the same thing for the Tower Selection Menu? I think it could use a 1 or 2 second delay before activating. Thanks in advance!
      Alright, the process for adding a delay to the Tower Selection Menu is very similar to the previous solution. So basically when you start a level, what happens is that the BP_GameMode class requests the HUD to display the Loadout menu. Since this is handled through a function in the Player HUD blueprint, you will have to add a delay before calling this function. But adding a delay creates the problem of letting the player send input to the player character which is probably not desirable. There are two ways to prevent this: either by spawning the player character manually after the delay or just pausing the game during the timespan of the delay. Since the toolkit spawns the player character automatically, I'll show you the second approach.

      Create a custom event within the BP_PlayerController class. Add a 'Set Game Paused' node followed by the delay & then use the pause node again to unpause the game. Now call the 'DisplayLoadoutMenu' function from the player HUD class. The last step would be call the new custom event from the Game Mode class as shown below:

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        Originally posted by Stormrage256 View Post
        Thanks for the feedback . As you've already noticed, there is a dedicated function 'DisplayMissionSummary' that handles the necessary protocols before the actual Mission Summary HUD is displayed. You cannot call a delay from within a function, but you can do so if you create a custom event.

        What you could do is create a Custom Event within the BP_PlayerController blueprint & move out the nodes upto 'UpdateHUDState' function call (from the original function) into this event. You can then add a delay & call the 'DisplayMissionSummary' function from here after it. Now all you have to do is to replace the all instances of the function call with the new event that you created. And just make sure that you set the same value for the boolean flag 'MissionSuccess' while calling the new event.


        As for your second query, I'll get back to you in a while.
        Thank you for answering me so quickly! I had fiddled around with this for a while but I still can't get it to perform the way I'd like. It actually doesn't seem to do anything different even with the delay lol. Can you offer further support on this via e-mail??? I'm sure it's just something simple I'm not doing correctly. Thanks!

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          Originally posted by themuzikman View Post
          Thank you for answering me so quickly! I had fiddled around with this for a while but I still can't get it to perform the way I'd like. It actually doesn't seem to do anything different even with the delay lol. Can you offer further support on this via e-mail??? I'm sure it's just something simple I'm not doing correctly. Thanks!
          Sure, you can always contact me through the support email: rohitmohan.k@outlook.com. Also, if you send me a screenshot of the above mentioned event graphs/functions, it should be easier to figure where to make the changes.
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            The v2.2 update is now available for download from the Unreal Engine Marketplace. This update adds support for using Object Pooling with Bullet Projectiles. For more details, refer the change log below.

            v2.2 Change Log:

            1. 1. Added the option to activate Object Pooling for Bullet Projectiles. The pooling system uses a free list (of array indices & not pointers) to chain together unused objects within a fixed size pool, & thus removes the need for iterations through the array.

            To turn on the object pooling system, select the Object Pool Manager actor & set the 'Pool Bullet Projectiles' to true. The pool size itself can be modified through the 'Pool Size_Bullet Projectile' variable as shown below:

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            2. Added a Projectile Manager class to act as a bridge between objects requesting for creation/deletion of projectiles, & the Object Pool Manager.

            3. Removed projectile lifespan restrictions & added Level Bounds Volumes to assist in the removal of projectiles.


            All changes within the blueprints are marked with the boolean variable 'Version2.2' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
            Last edited by Stormrage256; 11-08-2017, 03:44 AM.
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              The v2.3 update for FPS Tower Defense Toolkit has gone live on the Marketplace. The update primarily focuses on the introduction of a new dedicated weapon control system. For more details, refer the changelog below:

              v2.3 Change Log:

              1. Added a weapon control system driven by component-based design. In its current iteration, the system facilitates the creation of ballistic hit-scan weapons by adding components that control the targeting/firing mechanisms. Using components to control individual functionalities will ensure that new types of projectile and hit-scan weapons can be added through future updates with little to no changes to the base weapon blueprint.

              2. Added Assault Rifle & Shotgun weapon classes based on the aforementioned systems.

              3. Added a weapon backpack component to store the weapons in player's inventory. It also uses interfaces to act as a conduit for managing the equipment & selection of said weapons.

              4, Modified the folder structure to make the assets more self-contained.

              5. Added world context object reference as an input parameter to functions within the blueprint function library, as part of v4.17 compatibility requirements.

              6. The wave spawn information display now projects the information onto the screen space (instead of world space), to improve readability at long distances & remove the blurring effect associated with the movement.


              Free gameplay demo for the v2.3 FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/a3vcl1orat...20Demo.7z?dl=0


              All changes within the blueprints are marked with the boolean variable 'Version2.3' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
              Last edited by Stormrage256; 11-08-2017, 03:37 AM.
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                The v2.4 update for FPS Tower Defense Toolkit has gone live on the Marketplace. The update primarily focuses on the introduction of new types of weapons. For more details, refer the changelog below:

                v2.4 Change Log:

                1. Extended the weapon control system introduced in the previous update, to enable the creation of weapons that can fire Penetrator Rounds. New dedicated components have been added to handle both target acquisition as well as fire control systems for the same, with additional support for features like Damage Falloff & Max Number of Penetrating Hits per Shot.

                2. Added Sniper Rifle & Railgun weapon classes using the aforementioned systems.

                3. Added a new component to handle bullet FX (both visual & aural) for ballistic hitscan weapons.


                Free gameplay demo for the v2.4 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/bptszphtca...20Demo.7z?dl=0


                All changes within the blueprints are marked with the boolean variable 'Version_2_4' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
                Last edited by Stormrage256; 10-05-2017, 11:38 AM.
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                  The v2.5 update for FPS Tower Defense Toolkit has gone live on the Marketplace & introduces new weapons to the player's arsenal.

                  v2.5 Change Log:

                  1. Added two new hit-scan energy beam weapons: Laser Rifle & Scatter Laser.

                  Click image for larger version  Name:	LaserRifleOptimized.gif Views:	1 Size:	580.6 KB ID:	1367785Click image for larger version  Name:	ScatterLaserOptimized.gif Views:	1 Size:	552.6 KB ID:	1367786


                  Free gameplay demo for the v2.5 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/53taapz6b4...20Demo.7z?dl=0


                  All changes within the blueprints are marked with the boolean variable 'Version_2_5' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
                  Last edited by Stormrage256; 10-11-2017, 09:10 AM.
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                    The v2.6 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

                    v2.6 Change Log:

                    1. Extended the weapon control system to support projectile based firing solutions. New sample weapon: Plasma Rifle.

                    Click image for larger version  Name:	PlasmaDDSopt.gif Views:	1 Size:	583.2 KB ID:	1376337

                    2. Added a floating text-based damage display system.

                    3. Added event dispatchers to decouple logic associated with enemy spawn, damage reception, & deletion based events.

                    4. Project updated to Unreal Engine v4.18.


                    Free gameplay demo for the v2.6 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/u619b7webh...20Demo.7z?dl=0


                    All changes within the blueprints are marked with the boolean variable 'Version2_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, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
                    Last edited by Stormrage256; 10-27-2017, 12:33 PM.
                    Unreal Possibilities
                    Grid Creation Systems | Tower Defense Starter Kit | Wave Spawning System [50% OFF]

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                      The v2.7 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

                      v2.7 Change Log:

                      1. Added new projectile based weapon within automated target acquisition & homing capabilities: Seeker Rifle

                      Click image for larger version  Name:	SeekerRifleForum.gif Views:	1 Size:	568.5 KB ID:	1382088

                      2. Removed the Unit-based wave spawning system, as the Batched wave spawning system can achieve the same results in a far more user-friendly manner.

                      3. Segregated the wave spawning system into two child classes: one to control batched wave spawns & the other to handle AI threat level based waves. [Note: The Threat based system will be getting an upgrade in the upcoming update to include weighted AI spawn management]

                      4. Integrated the pre-wave resource allocation data into the wave spawn data structures.


                      Free gameplay demo for the v2.7 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from:https://www.dropbox.com/s/d22r3gkm3q...20Demo.7z?dl=0


                      All changes within the blueprints are marked with the boolean variable 'Version2_7' [sample screenshot below] in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.

                      Click image for larger version  Name:	v27.png Views:	1 Size:	405.0 KB ID:	1382087
                      Last edited by Stormrage256; 11-08-2017, 11:53 PM.
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                        The v2.8 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

                        v2.8 Change Log:

                        1. Added a new hit-scan beam weapon: Arc Rifle.

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                        2. Added variable damage for all weapons based on user-defined min/max range.


                        Free gameplay demo for the v2.8 edition of FPS Tower Defense Toolkit (Windows) can now be downloaded from: https://www.dropbox.com/s/7rj9boc87n...20Demo.7z?dl=0


                        All changes within the blueprints are marked with the boolean variable 'Version2_8' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables, functions, interfaces, & components added to existing blueprints are also marked within their event graphs.
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                          any interest in modifying this to work in VR?

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                            Originally posted by Dansiff View Post
                            any interest in modifying this to work in VR?
                            Hi Dansiff, there are no plans to add VR compatibility at the moment.
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                              Hi, I just bought this pack and it seems perfect for my needs. I want to know if it is a way to make the game jump right into the game, without having to create a level and wait for the countdown?
                              Also, how do I switch weapons? Hope you have time to reply

                              EDIT: Found out how to switch weapons. But Im having abit trouble on building towers, the tower wont place itself.
                              EDIT 2: I changed my mind about the countdown, but where do I find the blueprint for that? I need only 5 seconds to start my game.
                              EDIT 3: Found the countdowner
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                                Originally posted by Frequia View Post
                                Hi, I just bought this pack and it seems perfect for my needs. I want to know if it is a way to make the game jump right into the game, without having to create a level and wait for the countdown?
                                Also, how do I switch weapons? Hope you have time to reply

                                EDIT: Found out how to switch weapons. But Im having abit trouble on building towers, the tower wont place itself.
                                EDIT 2: I changed my mind about the countdown, but where do I find the blueprint for that? I need only 5 seconds to start my game.
                                EDIT 3: Found the countdowner
                                Hi Frequia, you can jump directly into the sample map provided with the toolkit by playing from the editor. If the default map has for some reason been changed to the Main Menu map in your case, just make sure to open up the 'Map_SampleLevel' map from the Maps folder.

                                Glad to hear that you've figured out how to switch weapons & edit the countdown. As for the towers, they can only be placed on Grid Generators placed across the level. Each generator creates a user-specified number of grid cells (controlled by the GridCountX & GridCountY variables in the details panel) along its local X&Y axis as shown below:

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                                By default, all grid cells turn invisible when the game starts, instead relying on holographic tower projections to guide the player. If you would like to display the grid cells in-game (similar to how it's displayed in the editor above), just make sure to set the 'DisplayGridCells?' variable marked above to True for all Grid Generator actors in the level.

                                You should ideally be able to see the tower holograms displayed on the grid cell (blue vs red color based on whether a tower can be placed on the said grid cell) when you start the sample map. Just remember that towers require a Tower Base to be placed first. The Tower Bases are essentially a type of tower itself under the hood, but their sole purpose is to reroute enemy traffic and act as platforms for placement of towers. However, if you're still having trouble with tower placement, just let me know. We'll figure where the problem is.
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