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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.
    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


    • #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.
      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


      • #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.
        BoothDigital
        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.
          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


          • #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.
            BoothDigital
            Artstation

            Comment


            • #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.
              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


              • #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?

                Comment


                • #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.

                  Click image for larger version

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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.
                  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


                  • #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:

                    Click image for larger version

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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]

                    Click image for larger version

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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.

                    Click image for larger version

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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.
                    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


                    • #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.
                        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


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

                          Comment


                          • #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.
                            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


                            • #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.
                              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


                              • #75
                                Top Down Stealth Toolkit Basics: Stimulus Types

                                The v2.0 update for Top Down Stealth Toolkit introduces a new Stimulus generation system that will enable the users to easily customize & add new types of perceivable events for the AI agents. Inspired by the AI Threat Detection system used in the 2D Stealth game - Mark of the Ninja, the stimuli are primarily divided into two categories: Targets & Interests.

                                The Target Stimuli represent the highest level of threats that can be perceived by the enemy AI. Once an agent has acquired a target, it will focus all it's attention on the said stimulus, with complete disregard for anything else until the target actor manages to evade it's line of sight. The Player Character is an example of an entity that registers itself as a target stimulus.

                                The Interest Stimuli on the other hand, represent cases that require some level of preemptive investigation before an agent can make further decisions. These are more varied due to the multitude of attributes that define them (more on this to be added in a later post), & hence split into the following categories:

                                1. Incapacitated Ally: AI agents that get incapacitated at any point of time will register itself as an Incapacitated Ally. These interests will continue to exist for as long as the agent remains in the said state. However, since they support interaction by other agents, the stimulus creator can be brought back to an operational level, at which point the interest will be set to a deactivated state.
                                2. Defunct Ally: Created when an agent gets terminated & will remain an active stimulus till the end of the level. These interests keep track of agents that have been alerted to it's presence & hence ensures that a single agent will respond to it only once.
                                3. Alarm Noise: Created whenever an alarm has been raised by any entity. Has a very short lifespan, but can put agents on a high alert state.
                                4. Gunshot Noise: Created when a non-silenced weapon is fired. Works similar to the Alarm Noise interests at a functional level.
                                5. Missing Suspect: Created by AI bots based on the their memory about the last seen location of a target. Can only be perceived by the agent that registered the stimulus, but requires no form of range checks.
                                6. Footstep Noise: Noises created by the player character's footsteps can be perceived by AI agents through these type of interests. Has a very short lifespan, & generally perceived as a medium level threat.
                                7. Whistle Noise: Functions similar to the Footstep Noise interests, but created when an entity uses the Whistle.
                                8. Peripheral Motion: Represents all entities that can be perceived by AI agents based on the proximity level. Unlike other interests, this stimulus will remain active throughout the lifespan of the actor responsible for creating it. However, owing to the indirect nature of perception used to detect this form of stimulus, the AI bots will react only if the stimulus creator remains in close proximity for a certain period of time.


                                Preview Video:

                                Last edited by Stormrage256; 06-21-2017, 07:19 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

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