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    #61
    Originally posted by JMHenriques View Post
    Good afternoon

    I'm very interested in this kit. Just one question, does it have camera zoom? I would like to let the user zoom in considerably to view the characters small details :P even better was if it was possible to zoom and pan... I'm actually looking at the camera commands now to see if I can implement this (very new to UE4 and almost only doubts at the moment.... eheh)
    Hi JMHenriques, there is no camera zoom or panning support at the moment. If you're interested in something similar to what's done in Shadow Tactics, I could include it in the next update due for submission later this month.
    Unreal Possibilities
    Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

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      #62
      The v4.15 compatibility update has been submitted to the Marketplace & a Gameplay Gemo for the same (Windows) is now available for download https://www.dropbox.com/s/j79un298nc...20Demo.7z?dl=0

      Input Controls for the demo:

      - W/A/S/D >> Movement
      - 1/2/3 >> Select Suit Ability/Gadget/Weapon as the Active Loadout item
      - F >> Use the Active Loadout item
      - Q >> Whistle
      - Left Shift >> Sprint
      - Left Mouse Button >> Target Confirmation (while aiming with weapons)
      Last edited by Stormrage256; 04-12-2017, 09:00 AM.
      Unreal Possibilities
      Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

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        #63
        Any chance you're looking for a OSX tester?
        Either way, I'm picking this up at the end of the month.
        I love how responsive you are. Your support for your product alone is enough to make someone purchase this. Thank you.
        Artstation

        Comment


          #64
          Originally posted by BoothDigital View Post
          Any chance you're looking for a OSX tester?
          Either way, I'm picking this up at the end of the month.
          I love how responsive you are. Your support for your product alone is enough to make someone purchase this. Thank you.
          Thanks a lot for the generous feedback, BoothDigital.

          And thanks for the offer to test out builds for the OSX. I would love to add support for it since it wouldn't require much in the way of code alterations. However, without direct access to an OSX device, I wouldn't be able to reproduce/debug any issues that could potentially crop up exclusively on the platform. Plus there is also the issue of not being able to package builds for the Mac from a Windows system. As a result, I'm not really looking to add official support for the Mac OS at the moment.
          Unreal Possibilities
          Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

          Comment


            #65
            Originally posted by Stormrage256 View Post
            Thanks a lot for the generous feedback, BoothDigital.

            And thanks for the offer to test out builds for the OSX. I would love to add support for it since it wouldn't require much in the way of code alterations. However, without direct access to an OSX device, I wouldn't be able to reproduce/debug any issues that could potentially crop up exclusively on the platform. Plus there is also the issue of not being able to package builds for the Mac from a Windows system. As a result, I'm not really looking to add official support for the Mac OS at the moment.
            No problem, I'll test/package for you!! (If you're ever interested.) I'll let you know how it fares on OSX around 01MAY. Can't wait to get into this.
            Artstation

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              #66
              Originally posted by BoothDigital View Post
              No problem, I'll test/package for you!! (If you're ever interested.) I'll let you know how it fares on OSX around 01MAY. Can't wait to get into this.
              Thanks, will definitely let you know if I plan to add OSX support.

              I've actually never had any of my products tested on apple products. Looking forward to how it performs on the Mac.
              Unreal Possibilities
              Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

              Comment


                #67
                Hi, I'm having another problem...

                I changed the player walk speed to a much higher number, since I'm working in an outdoor environment that is much more open. For some reason, he now makes "noise" as though he is running. How can I fix this? I still don't want him to make noise, I just want him to walk faster.

                Also, is there a way I can make the radius of the "noise" made when running/whistling bigger?

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                  #68
                  Originally posted by espionageguy View Post
                  Hi, I'm having another problem...

                  I changed the player walk speed to a much higher number, since I'm working in an outdoor environment that is much more open. For some reason, he now makes "noise" as though he is running. How can I fix this? I still don't want him to make noise, I just want him to walk faster.

                  Also, is there a way I can make the radius of the "noise" made when running/whistling bigger?
                  The footstep noises are created through Anim notifies added to the 'Run_Player' animation sequence as shown in the screenshot below.

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                  The two marked anim notifies correspond to the points at which the feet of the character touch the ground during once cycle of the animation sequence. So basically the footstep noises will be created only when the running animation is being played. The transition from idle to walking to running is handled through the blend space 'BlendSpace_Player'. By default, the walking to running transition happens at a speed of 300. So if you set a walking speed greater than a value of 300, the character will start the running sequence thus triggering the animation sequence.

                  So if you want to create characters with higher movement speeds (for eg: walk-run transition at 500 & max running speed of 1000), just edit the values corresponding to the points marked in the screenshot below:

                  Click image for larger version

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                  As for the noise pulse particle radius, I'll get back to you in a while on how to edit it.
                  Unreal Possibilities
                  Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

                  Comment


                    #69
                    Originally posted by espionageguy View Post
                    Also, is there a way I can make the radius of the "noise" made when running/whistling bigger?
                    The noise pulse emitter's radius is indirectly dependent on two user defined factors: one being the AI bot's hearing sense radius, & the other factoring in the loudness of the noise itself. By default, the patrol bots have a hearing sense radius 'r' of 500 units. This basically means that a noise event with a loudness value of 'l' (default = 1.0) can be heard by the AI bot up to a maximum distance of 'r*l' units. For example, the footstep noise with a loudness value of 1.0 can be heard up to 500 units, while a different custom noise event with a loudness of 2.0 could be heard from a distance of 1000 units. This maximum distance corresponds to the maximum size of the pulse particle effect.

                    In order to demonstrate how to edit this value, I'm going to increase the AI hearing sense radius to 800 units & have the same loudness of 1.0 units for the noise event. So first we have to edit the hearing sense radius from the AI Perception component of the Patrol Bot parent class as shown below:

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                    Since the footstep noise loudness is 1.0, I'm not going to edit it. So now we open up the 'P_FootStepPulse' particle system asset & make the following changes:

                    1. Within the 'Initial Size' module, set the Start Size value to be (1.0, 1.0, 1.0) [the already existing value works as well, but this is easier to understand]

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                    2. Now within the 'Size by Life' module, set the Life Multiplier out value for point 1 to (1600.0, 1600.0, 1.0). This value is basically a multiplier for the initial size value. Point 0 corresponds to the starting value & hence we multiply it's size with the default (1.0, 1.0, 1.0) & while point 1 (which corresponds to final moment of the particle lifespan) multiplies the x & y values by 1600 units thus forming a circular ring of radius 800 units.

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                    With that, you should be able to control the radius of the noise pulse. Let me know if you have any trouble getting that to work.

                    Actually this could also be done through the blueprint directly using the loudness value. That way you won't have to make any changes within the particle system. I'll submit a mini update tomorrow to include that feature.
                    Unreal Possibilities
                    Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

                    Comment


                      #70
                      Oh wow, a lot happened since I asked for help! Thanks for helping me with my problems, I got the footstep noise working the way I wanted!

                      Comment


                        #71
                        Originally posted by espionageguy View Post
                        Oh wow, a lot happened since I asked for help! Thanks for helping me with my problems, I got the footstep noise working the way I wanted!
                        Happy to help. It's also helped me identify a part of the toolkit that can be improved upon.
                        Unreal Possibilities
                        Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

                        Comment


                          #72
                          What are some of the future planned features? Just wondering if everything you want to include has been included or not

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                            #73
                            Originally posted by Rewinged View Post
                            What are some of the future planned features? Just wondering if everything you want to include has been included or not
                            Hi Rewinged, there are plans to keep adding major features to the toolkit atleast for the next few months.

                            At the moment, I'm working on a major AI overhaul update that is partly inspired by the stimulus perception models used in Mark of the Ninja, combined with the Behavior Tree based reaction system. The main goal of the update would be to make the AI systems a lot more modular & customizable. Once that's done, on the AI front, updates would continue to add new stimulus types as well as some form of a global alertness level (like Invisible Inc) independent from the bot alert levels.

                            Another major priority is to increase the performance of the vision arc rendering system so that more AI bots can use it simultaneously. Beyond that, there would be some updates focused on adding new gadgets, abilities, & weapons for the player character.

                            There are a few more ideas that I would like to try out after that, but the above mentioned features are the ones that I can confirm at this stage of the product cycle.
                            Unreal Possibilities
                            Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

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                              #74
                              The v2.0 update has been submitted to the Unreal Engine Marketplace & will add v4.16 compatibility for the toolkit.

                              Note: The update will be published exclusively for the v4.16 edition of the toolkit as it completely revamps the systems that drive the AI. This should enable existing customers to still have access to the previous AI systems through the v4.15 edition project files.

                              Change Log:

                              1. Added a new stimulus generation system that will enable the users to easily customize & add new types of perceivable events for the AI agents.
                              2. Added a custom AI Perception component that enables the AI agents to perceive stimuli through four different types of perception systems: Visual, Aural, Intuitive, & Motion perception.
                              3. Added an AI Sensory Manager that is responsible for management of all types of stimuli as well as periodic assignment of active objectives to AI agents.
                              4. The Patrol Guard AI decision making process has been redesigned from the previous Finite State Machine based workflow to a completely Behavior Tree centric design. The agents still retain their different alert level states to some degree, but only to determine the nature of their responses through adjustment of physical properties, like say improved movement speed when responding to high priority goals.
                              5. Patrol Guards now use a multi tiered search system to investigate interests & will continue searching the surrounding area until the alert meter falls below a specified threshold value.

                              Gameplay demo for the upcoming v2.0 Top Down Stealth Toolkit (Windows) now available at: https://www.dropbox.com/s/feblzzx1te...20Demo.7z?dl=0

                              All changes within the blueprints are marked with the boolean variable 'Version2.0' 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.
                              Unreal Possibilities
                              Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

                              Comment


                                #75
                                Top Down Stealth Toolkit Tutorial: How to control the AI Perception model for AI agents

                                As mentioned in an earlier post (Link: AI Perception Basics), the toolkit now employs a custom AI Perception system to evaluate potential threats. It's user defined properties can all be edited through the component details panel from the owning blueprint, thus facilitating creation of different threat perception models for different types of AI agents. This tutorial will go over the basic parameters that control the working of this system.

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                                Visual Perception Data:

                                1. IsVisualPerceptionEnabled?: Determines if the agent can use Visual Perception to perceive stimuli.
                                2. Vision Range: Determines the direct line of sight range.
                                3. HalfVisionAngle: Determines the half angle for the agent's cone of vision.

                                Aural Perception Data:

                                1. IsAuralPerceptionEnabled?: Determines if the agent can use Aural Perception to perceive stimuli.
                                2. HearingRange: Controls the maximum distance at which a sound of default loudness 1.0 (controlled through the 'PerceptionRangeModifier' parameter of interest stimuli: Breakdown of Stimulus Parameters) can be perceived by the agent.

                                Intuitive Perception Data:

                                1. IsIntuitivePerceptionEnabled?: Determines if the agent can use Intuitive Perception to perceive stimuli.

                                Motion Perception Data:

                                1. IsMotionPerceptionEnabled?: Determines if the agent can use Motion Perception to perceive a stimuli.
                                2. DetectionRange: Determines the maximum range at which stimuli can be sensed.
                                3. DetectionCounter: A counter that decides if the agent should respond to the stimulus [Used because this is an indirect form of perception]
                                4. CounterIncrementPerCycle: Controls the rate at which the Detection Counter increases if the stimulus is in range.
                                5. CounterDecrementPerCycle: Controls the rate at which the Detection Counter decreases once the stimulus goes out of range.
                                6. CriticalDetectionValue: Determines the threshold point for Detection Counter, at which the agent responds to the stimulus.
                                7. DisplayAlertnessLevel?: Determines if changes in the Detection Counter value need to be displayed in the game space.

                                Can Perceive Interests?: Determines if the Agent can perceive Interest Stimuli. If set to false, only Target stimuli will be perceivable. [For more about the stimulus types, check out: Stimulus Types]


                                Note: The Perception system has no awareness about it's owning actor & uses a custom interface to receive & send messages. So if you're using a custom AI agent, make sure that the owner class implements the BPI_SensorySystem interface & it's functions. For reference, check out the implementation of the interface functions in BP_PatrolGuard_Parent.
                                Unreal Possibilities
                                Wave Spawning System | Tower Defense Starter Kit | Grid Creation Systems

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