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  • #31
    Thanks for the nice reply Stormrage! Glad that you like the stuff I've done with your template so far, and if you like the lightning effect I'd be happy for you to use it in the template instead of or optional with the basic laser (perhaps the electric turret attacking up to four enemies simultaneously, as an example of a semi-aoe/crossfire turret?) - it actually is your laser particle with a bit of noise added for the crackly-ness:
    https://gyazo.com/b1651b78d4713a899de60e00be904da9
    https://gyazo.com/48f22142bcd7f796790f107079602312
    As for the 1000 units, it was a lot of fun trying to push 4.11 to its limits with its performance increases to many animated actors on screen, and 1000 seems to be a barrier, the engine runs great up to 500, and decently up to 1000 as soon as it goes past 1000 the framerate drops from ~50 to ~15, at around 4500 the editor stops responding
    I plan to try making 'group' enemies(which is how a few 3D TD games for mobile seem to do it), e.g. 15+ enemy meshes all part of the same actor moving along the splinepath which handles dying of each of its sub-actors separately to reduce overhead due to the spline movement, which becomes very large above a few hundred.. Ill post a video when I do!
    If it would help you with the release of the new toolkit, I'm also happy to help test it for you if you would like, just let me know! I cant wait to see the improvements you've made

    Lastly: for another look at just how different your kit can look with different setups, heres a cartoonized celshaded version:
    https://gyazo.com/e07b8965a91265d509b5f3d6d1f0f73d
    https://gyazo.com/627954b300e2e628dc37b9bb237b46b7
    https://gyazo.com/9768a31152bb923db675d3d640aa7f40
    https://gyazo.com/c3654b88bf34e21d70ba40eaab02eea0
    Last edited by 2sneaky; 04-06-2016, 12:11 PM.

    Comment


    • #32
      Originally posted by 2sneaky View Post
      Thanks for the nice reply Stormrage! Glad that you like the stuff I've done with your template so far, and if you like the lightning effect I'd be happy for you to use it in the template instead of or optional with the basic laser (perhaps the electric turret attacking up to four enemies simultaneously, as an example of a semi-aoe/crossfire turret?) - it actually is your laser particle with a bit of noise added for the crackly-ness:
      https://gyazo.com/b1651b78d4713a899de60e00be904da9
      https://gyazo.com/48f22142bcd7f796790f107079602312
      As for the 1000 units, it was a lot of fun trying to push 4.11 to its limits with its performance increases to many animated actors on screen, and 1000 seems to be a barrier, the engine runs great up to 500, and decently up to 1000 as soon as it goes past 1000 the framerate drops from ~50 to ~15, at around 4500 the editor stops responding
      I plan to try making 'group' enemies(which is how a few 3D TD games for mobile seem to do it), e.g. 15+ enemy meshes all part of the same actor moving along the splinepath which handles dying of each of its sub-actors separately to reduce overhead due to the spline movement, which becomes very large above a few hundred.. Ill post a video when I do!
      If it would help you with the release of the new toolkit, I'm also happy to help test it for you if you would like, just let me know! I cant wait to see the improvements you've made

      Lastly: for another look at just how different your kit can look with different setups, heres a cartoonized celshaded version:
      https://gyazo.com/e07b8965a91265d509b5f3d6d1f0f73d
      https://gyazo.com/627954b300e2e628dc37b9bb237b46b7
      https://gyazo.com/9768a31152bb923db675d3d640aa7f40
      https://gyazo.com/c3654b88bf34e21d70ba40eaab02eea0
      Thanks for sharing the parameters for the lightning tower. I do want to add some lightning tower at some point, which functions similar to the Tesla towers in Defense Grid. So it will definitely come in handy.

      I wasn't aware of creep groups. I will definitely look into that while working on future updates. Also another thing that I came across in the FPS Tower Defense Toolkit thread was object pooling so that we can reuse objects instead of spawning new ones. It might be really useful when we're dealing with large numbers of machine gun towers & ranged creeps, as it can lead to a lot of projectile actors getting spawned in a very small amount of time. It's not really something that I want to implement right now, but further down the line once the toolkit has a lot of the standard features seen in Tower Defense games, it might be exciting to try out stuff like these.

      As for the new version, I just got v4.11 finally. It was a real pain going through the download process, but yea on to testing now. Hoping to submit all three toolkit updates this Monday. And the updates are quite huge, so it would definitely be great to have an outside perspective on the new version. I'll share the files with you later today.
      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


      • #33
        Hello Stormrage256,

        Thanks for making this awesome toolkit. This is great base for my tower defense game!

        I have few questions regarding this toolkit based on that image:
        Click image for larger version

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        1. Do you plan to add logic for Grid that user won't be able to build tower in case when path would be blocked? On Image I have added simple case when user build towers(green) and tried to build tower(red) but it won't allow him to do that. Now user can build towers on each grid.

        2. In FPS Tower Defence Toolkit if user builded tower on wave path it was updated to go different path. But in my case even if I builded towers(only green not red) wave is going blue path instead of orange path and I have set dynamic path for waves. What could I do wrong?

        Kind Regards!
        Attached Files

        Comment


        • #34
          Originally posted by Abdizriel View Post
          Hello Stormrage256,

          Thanks for making this awesome toolkit. This is great base for my tower defense game!

          I have few questions regarding this toolkit based on that image:
          [ATTACH=CONFIG]87826[/ATTACH]

          1. Do you plan to add logic for Grid that user won't be able to build tower in case when path would be blocked? On Image I have added simple case when user build towers(green) and tried to build tower(red) but it won't allow him to do that. Now user can build towers on each grid.

          2. In FPS Tower Defence Toolkit if user builded tower on wave path it was updated to go different path. But in my case even if I builded towers(only green not red) wave is going blue path instead of orange path and I have set dynamic path for waves. What could I do wrong?

          Kind Regards!
          Hi Abdizriel, thanks for your generous feedback.

          1. In the FPS Tower Defense Toolkit, the tower construction & combat mode are mutually exclusive modes. So the AI does not need to update it's path on the move because it has already been determined in the tower construction phase itself. I was checking if the path exists by first placing a holographic tower to block the path & then verify if there could be an alternate path from the spawn point to the core. However, in the Tower Defense Starter Kit, you can set up towers both prior to the wave as well as during the actual wave. As a result, spawning a holo tower to block the path is not an option since it will block the enemy AI as well. Which leaves us with two options: disable tower spawn during the wave, or use a custom pathing algorithm like A*. I can look into the first option in the next update, maybe add it as an optional feature. I will try it out in the coming weeks & let you know. As for the second option, it is something that I want to try, but it's more of a long term goal for the toolkit.

          2. To enable dynamic AI pathing, first you would have to set the 'RunTimeGeneration' parameter of recast nav mesh to 'Dynamic Modifiers only' as shown in the screenshot.

          Click image for larger version

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          After that, set the Navigation type parameter in the Wave Manager to 'Dynamic'. With both of these options turned on, the AI dynamically alter their path once you have placed a tower in their path. However since the default box extent of the nav modifier volume component in the Towers are set to a low value, the AI units can pass in between towers. If you do not want them to pass through, you can increase the box extent of the nav modifier volume in the x & y direction as shown below:

          Click image for larger version

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          As you can see, I have increased the box extent in the x & y directions from 75 to 180 [almost close to half the default grid size]. The nav modifier volume basically prevents the enemy units from passing through it. So with a high enough value, now the AI units will have to go across the outer perimeter.

          Click image for larger version

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          Last edited by Stormrage256; 04-11-2016, 12:33 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


          • #35
            The v1.1 update has been submitted to the marketplace team. I will add more details about the new changes in the coming days.
            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


            • #36
              Thank you for your support Stormrage256. It helped to fix me issue with going throught towers.

              I'll try to implement custom pathfinding algorythm and if I do something I'll let you know. But for few weeks I may not be able to do anything since I am relocating.

              Comment


              • #37
                Originally posted by Abdizriel View Post
                Thank you for your support Stormrage256. It helped to fix me issue with going throught towers.

                I'll try to implement custom pathfinding algorythm and if I do something I'll let you know. But for few weeks I may not be able to do anything since I am relocating.
                Glad to hear that it's fixed.

                Awesome! Any suggestions in that regard would be really valuable to improving the toolkit. Good luck with your project.
                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


                • #38
                  Documentation (v1.1):

                  BP_GameInstance:

                  - Acts as a centralized hub for storage & retrieval of important information through the Level Data Array, Tower Data Array, Tower Functions Array, & Global Abilities Array.
                  - Initiates high level HUD transition procedures.
                  - Handles loading of levels, level unlocks & saving information regarding the same.

                  BP_PlayerPawn:

                  The default pawn class for the toolkit. It handles all the player inputs which include basic top down camera movement, multi layered step zoom, edge scrolling, grid cell visibility, manual wave activation, tower selection, etc.

                  BP_PlayerController:

                  The default player controller class for the toolkit. It manages the creation/deletion of widgets, tower point updates & the logic for identifying & displaying stats about focused actor.

                  BP_GameMode:

                  The default game mode for the toolkit. It contains a list of references to all the high level blueprint actors and classes. Since 'Begin Play' events are not used to prevent possible conflicting game flow scenarios at launch, most of the initialization events are called from the game mode. The Game Mode initializes all the important actors including the Tower Manager, Wave Manager & Enemy Spawn Points as well as the Game State & Player Controller.

                  BP_GameState:

                  The default game state class for the toolkit. Creates the Grid Data Array at level start & handles all further updates to it.

                  BP_PlayerHUD:

                  The default HUD class for the toolkit. Handles high level HUD state changes.

                  BP_TowerManager:

                  The Tower Manager class is primarily responsible for the management of towers & grid data arrays at runtime. The user defined 'Tower Data Array' & 'Tower Functions Array' serve as a central hub for specifying all necessary parameters about tower management. For more details, check out: https://forums.unrealengine.com/show...l=1#post485950

                  BP_WaveManager:

                  The Wave Manager class in Tower Defense Starter Kit is responsible for handling creep wave spawns as well as tower point resource allocation. It also provides optional support for setting up wave timers to give a head start to players. For more details, check out: https://forums.unrealengine.com/show...l=1#post485859

                  BP_EnemyAI_Parent, BP_EnemyAI_Healer, BP_EnemyAI_Ranged, BP_EnemyAI_Runner and BP_EnemyAI_Tank:

                  The default creep templates available in the toolkit. More details at: https://forums.unrealengine.com/show...l=1#post485985

                  BP_Tower_Parent:

                  The parent blueprint class of the towers that can be placed in the level, either through editor or during the game. It handles grid snapping of towers placed in the editor as well as damage receive events, 3D health bar updates, HUD stats updates, tower upgrade cost/stats calculations, etc. Child blueprints include BP_LaserTower, BP_ShockwaveTower, BP_MachineGunTower, BP_SniperTower, BP_BoostTower & BP_MiningTower.

                  BP_BoostTower:

                  The Boost Tower increases the 'Output per Cycle' of all non-boost towers within it's range.

                  BP_LaserTower:

                  The Laser Tower deals continuous instant hit damage to a single unit. Laser beam particle system used to display the offensive functionality.

                  BP_MachineGunTower:

                  The Machine Gun Tower rapidly fires low damage bullet projectiles at a single target.

                  BP_SniperTower:

                  The Sniper Tower is an extremely long range tower that fires a single high damage projectile at a target. Takes much longer to reload when compared to other towers.

                  BP_MiningTower:

                  The Mining Tower slowly generates resources over time until it's resource pool is exhausted. Tower upgrades increase the rate of harvesting as well as the resource cap.

                  BP_ShockwaveTower:

                  The Shockwave Tower is an AoE tower that deals damage to all units within it's range at periodic intervals.

                  BP_GridGenerator:

                  The Grid Generators provide a modular platform for placement of towers & supports easy drag & drop functionality in the editor. Can display grid cells that provide the designer with the visual data of the grid system. The variables 'GridCountX' and 'GridCountY' can be used to change the properties of Grid Floors from the editor view.

                  BP_ExitPoint:

                  Serves as the central objective of the game. Contains logic required to handle creep overlap & end game event calls.

                  BP_EnemySpawnPoint:

                  Creates spawning volumes for AI Bots. Also displays information about upcoming enemy wave to the player. This is one of the 5 actors that are necessary for the toolkit to work. All of these actors can be found in the 'Gameplay actors' folder. Multiple spawn points supported. The Enemy Spawn Point also handles creation of nav path splines as well as runtime updates of the spline path based on tower placement.

                  BP_GridCellDetector:

                  The primary function of the Grid Cell Detector is to highlight grid cells that are focused by the mouse cursor. It also displays range of selected towers as well as the Tower Constructor menu for the towers. The button positions within the Tower Constructor menu are also calculated from within the Grid Cell Detector at level start, in order to a provide dynamic & autonomous HUD setup.

                  BP_KillZVolume:

                  The Kill Z Volume actor acts as a safety net to destroy any actors that might possibly fall through the default plane, either due to collision or ragdoll effects. Not required within the current setup of the toolkit.

                  BP_BulletProjectiles:

                  The Bullet Projectile class is used by all entities that use projectile based weapons to damage enemy units. It inherits the damage value from the spawning parent.

                  BPI_GridLink:

                  This interface is used to get the grid data about the actor that implements it. Used by towers & grid generators.

                  BPI_TowerFunctions:

                  This interface is used to implement tower upgrade/sell functions as well as to handle tower points resource updates during tower construction.

                  BPI_UpdateHUDStats:

                  This interface is implemented by all actors that need to update the target stats menu in the HUD, when they're focused/clicked upon by the player.

                  Widget_GameHUD:

                  The Game HUD widget displays all necessary information about the state of the game including target stats, tower points availability, wave number, remaining health, game speed, etc.

                  Widget_HealthBar:

                  The Health Bar widget is used to display the health of towers & creeps at runtime.

                  Widget_LoadoutMenu:

                  The Loadout menu displays the list of towers selected by the player. It also enables the player to select new towers for each of the available tower slots.

                  Widget_SelectionButton:

                  Enables selection of new towers based on the associated button index within the Loadout & Tower Selection menus.

                  Widget_TargetInformation:

                  Dynamically displays stats about selected/focused actors based on their attributes.

                  Widget_TowerBuildButton:

                  Enables construction of towers from the Tower Constructor widget.

                  Widget_TowerFunctionsButton:

                  Enables use of tower functions for the selected tower from the Tower Constructor widget.

                  Widget_TowerConstructor:

                  Dynamically displays an interactive UI system that enables tower construction as well as use of tower functions based on the player input.

                  Widget_TowerListBox:

                  Widget containers that can dynamically add & remove tower buttons based on player driven decisions. Used in the Loadout & Tower Selection menus.

                  Widget_TowerSelectionMenu:

                  Enables tower selection at level start. Also displays information about the focused tower.

                  Widget_EndGameHUD:

                  Enables level restart & exit functionalities.

                  Widget_Stats:

                  Used to display a single stat about upcoming wave & towers/creeps.

                  Widget_WaveSpawnDetails:

                  Displays information about the creep units in the upcoming waves.
                  Last edited by Stormrage256; 12-26-2016, 11:08 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


                  • #39
                    Originally posted by tanka2d View Post
                    Great looking toolkit! I've been waiting for something like this since UE4 launched. I'll likely purchase this in the next few days. Are you planning on making this toolkit mobile friendly?

                    I also have some requests for tower types:

                    Cannon/Catapult - A tower that flings projectiles in an arc to the target with splash damage
                    Resource tower - A tower that provides a flow of resources when you build it.
                    Hey tanka2d, the Mining tower is now available in the new v1.1 update for the toolkit. You can set resource caps & harvest rate, both of which can be upgraded. Since there were a lot of other huge improvements to the toolkit apart from just adding support for v4.11, the catapult tower will be added in the next update.
                    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


                    • #40
                      Update I (v1.1) [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 v1.0 implementation, the update has been released only for Unreal Engine v4.11. This ensures that anyone who wants to keep using the v1.0 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 new Tower Data Array. [Preview video: https://www.youtube.com/watch?v=uqLN_pxcR5k

                      - The new Tower Constructor widget enable dynamic tower construction/function in-game menus [right down to button positions] based on the towers selected by the player as well as the data specified in the Tower Data Array & Tower Functions Array. Since the tower constructor can shift between a Tower Build menu & Tower Functions menu based on the context, this ensures that no HUD changes are required when adding new towers/tower functions as long as the necessary information is specified in the aforementioned struct arrays.

                      - Data driven tower spawn workflow implemented. Unlike the v1.0 implementation of setting default values within the tower blueprints, this new implementation showcases how to use data stored in struct arrays to control the attributes of the towers. By having all the data in the Tower Data Array, the Tower Manager acts as a central HUB for setting all user defined attributes for towers.

                      - New towers: Mining tower. The Mining tower harvests resources at regular intervals until the resource pool gets exhausted. Both the resource cap as well as the harvest rate can be increased through tower upgrades.

                      - The new modular target stats widgets can dynamically alter themselves to display relevant information about the focused/selected target based on a combination of data retrieved from struct arrays as well as the new interface functions.

                      - Blueprint interfaces added to handle tower functions like upgrade/sell features & target stats display.

                      - 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 target stats display in order to prevent clipping of text between widgets.

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

                      - Added level boundaries to prevent camera from going offscreen. [thanks to tanka2d for pointing out the issue]

                      - Tower upgrades now improve the rate of fire & tower range/resource cap alongside the normal output increase.

                      - 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.

                      - 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 'Version1.1' 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:

                      Click image for larger version

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

                      Changes in the Content Browser:

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

                      - Enum EEnemyType renamed to ECreepType.

                      - Member name changes/additions in the enums ENavType & ETowerType.

                      - 'BP_BulletProjectiles' blueprint moved to 'GameplayActors' folder.

                      - 'BP_GridCellHighlighter' renamed to 'BP_GridCellDetector'.

                      - New interfaces: BPI_GridLink & BPI_TowerFunctions.

                      - New functions within the interface 'BPI_UpdateHUDStats'.

                      - 'Struct_GridGeneratorData' renamed to 'Struct_GridCellData'.

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

                      - New structs: Struct_HUDStats, Struct_TowerData & Struct_TowerFunctions.

                      - New tower: BP_MiningTower.

                      - New default HUD class added: BP_PlayerHUD.

                      - New widgets: Widget_LoadoutMenu, Widget_SelectionButton, Widget_TargetInformation, Widget_TowerBuildButton, Widget_TowerConstructor, Widget_TowerFunctionsButton, Widget_TowerListBox & Widget_TowerSelectionMenu.

                      - Renamed 'WidgetBP_EnemyTypeData' to 'Widget_Stats'.

                      - New static mesh: 'SM_MiningTower'.
                      Last edited by Stormrage256; 04-25-2016, 03:29 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


                      • #41
                        Hey tanka2d, the Mining tower is now available in the new v1.1 update for the toolkit. You can set resource caps & harvest rate, both of which can be upgraded. Since there were a lot of other huge improvements to the toolkit apart from just adding support for v4.11, the catapult tower will be added in the next update.
                        Awesome, I'll have to check it out when I get a chance.

                        I will need to send you my game progress when I have it up and running. I've modified to toolkit to create air units and AA towers.

                        Comment


                        • #42
                          Originally posted by tanka2d View Post
                          Awesome, I'll have to check it out when I get a chance.

                          I will need to send you my game progress when I have it up and running. I've modified to toolkit to create air units and AA towers.
                          That would be great. I'm also doing some R&D on adding AA towers in the second update. It would be great to see if I can make some improvements to the model that I have in mind.
                          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


                          • #43
                            Originally posted by Stormrage256 View Post
                            That would be great. I'm also doing some R&D on adding AA towers in the second update. It would be great to see if I can make some improvements to the model that I have in mind.
                            I went about it in a fairly simple way.. I moved the range sphere up several thousand units, and did the same with the spawns that air units used. This wouldn't work in every game mode though, so it wouldn't be an ideal solution for you.

                            You could add an enum for unit types such as air/ground/sea/etc. and use that as criteria for what towers can target.

                            Comment


                            • #44
                              Originally posted by tanka2d View Post
                              I went about it in a fairly simple way.. I moved the range sphere up several thousand units, and did the same with the spawns that air units used. This wouldn't work in every game mode though, so it wouldn't be an ideal solution for you.

                              You could add an enum for unit types such as air/ground/sea/etc. and use that as criteria for what towers can target.
                              Sorry, I was actually talking about the Artillery tower. Got mixed up with AA tower. But still moving the collision sphere up is a pretty good move. It's better than what I had in mind. I will probably do it that way when adding an AA tower to the toolkit.

                              As for the Artillery tower, I decided to make it kind of unique when compared to other offensive towers. So instead of just increasing the damage output per shot with upgrades, it will launch more explosive projectiles with each upgrade. You can adjust the impact location offset range, so that the projectiles don't all land at the same spot.
                              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


                              • #45
                                The v1.2 update has been submitted to the marketplace team.
                                Last edited by Stormrage256; 07-02-2016, 02:26 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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