Features: (C++ ParentClasses)
- CameraBase
- UnitBase
- UnitControllerBase
- ControllerBase
- CameraControllerBase
- AI-Controller for Meele/Range/Healer/Worker
- HUDBase
- PathProviderHUD
- DijkstraCenter
- NoPathfindingArea
- UnitBaseHealthBar
- Projectile
- SelectedIcon
- Waypoint
Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
- RTSUnitTemplate [Runtime]
- Core, CoreUObject, Engine, InputCore
- HeadMountedDisplay, NavigationSystem
- AIModule
- UMG
Number of Blueprints: 24+ (Most times Based on C++ Class, used for Example)
Number of C++ Classes: 10
Network Replicated: Yess
Supported Development Platforms: Tested in Windows
Supported Target Build Platforms: Tested in Windows
Documentation: http://wiki.teufel-engineering.com/
Example Project: https://www.youtube.com/watch?v=ESS5PYtr9mU
Open Source: https://github.com/SilvanTeufel/RTSUnitTemplate
特点:(C++ParentClasses)
- N.照相机,照相机
- 单位基数
- 单元控制数据库
- 控制器,控制器
- 摄像控制器
- AI-Meele/范围/治疗师/工人控制器
- [医]胡德基
- [医]路径提供者
- [医]静脉注射器
- NoPathfindingArea NoPathfindingArea
- N.单位,单位
- 弹丸;弹丸
- 选择硅
- 航点
代码模块:(请包括每个插件模块的完整列表及其模块类型(运行时,编辑器等)。))
- [运行时]
- 核心,核心,引擎,输入核心
- HeadMountedDisplay,导航系统
- [医]艾莫杜
- UMG的
蓝图数量:24+(大多数时候基于C++类,例如使用)
C++类数:10
网络复制:是的
支持的开发平台:在Windows中测试
支持的目标构建平台:在Windows中测试
文件:http://wiki.teufel-engineering.com/
示例项目:https://www.youtube.com/watch?v=ESS5PYtr9mU
开源:https://github.com/SilvanTeufel/RTSUnitTemplate
Create your own RTS Unit with the RTSUnitTemplate-Plugin, which is written in C++.
If you encounter any problems, crashes, bugs, or if you need support,
please do not hesitate to contact me
via email: info@teufel-engineering.com.
via discord: https://discord.gg/yWBNm4VpBq
If you are not satisfied with the product or support, I guarantee a refund via PayPal, and you can keep the plugin!
Fog of War
https://www.youtube.com/watch?v=_S61M_HiJjg
Master Resource Management – Workers, Buildings, and More!
V4.8.5 (20.09.2024)
-
Added Ability to the Worker to Place a WorkArea and Build a Building (on Key 1)
-
Added Buttons for Default Abilitys
V4.8.4 (10.08.2024)
-
Improved Performance
V4.8.2 (10.08.2024)
-
Added Variable to Building -> HasWaypoint
-
If HasWaypoint is True you can select a Building and Rightclick to move an existing Waypoint or create a Waypoint on the Position
-
Units Created by this Building will (if you use my Build-Ability) go to the Waypoint.
V4.8.1 (24.07.2024)
-
Hiding Widgets and Meshes of Characters and Projectiles if they are out of Viewport -> Higher Performance
V4.7.1 (21.07.2024)
-
Ability and Talent Widgets Works now with Tags
-
Every Unit with same Tag gets the Abilitys and Talents applied.
-
ResetCollapseHealthbar Function hast a Time now (if you want to make it visible for x seconds)
-
Added PlayerController -> WidgetController between CameraControllerBase and ControllerBase
V4.7.0 (13.07.2024)
-
Fixed Unit Selector Widget
-
Fixed Unit Run without Attack Command (T-key) leads not to a Attack
-
Fixed Workes with Collisions get stuck into each other
-
Fixed Patrol and Run Units get stuck
V4.6.3 (14.06.2024)
-
Added SquadID to the Unit
-
Added Bool bSelectFullSquad in HUD
-
If bSelectFullSquad = true and you select a Unit with SquadId = X you will select all Units with SquadId = X
-
This is more an approach to control Units in Squads like in Civ
V4.6.0 (23.05.2024)
-
Performance increase by reworking and collapsing Widgets
-
Added prototype for drag & drop spawnplatform
-
Fixed AI controller to prevent units from clumping up
-
Reduced AI controller tick for performance
V4.5.6 (16.04.2024)
-
Added chooseable worker distribution to the Resource GUI
V4.4.2 (15.03.2024)
-
Added Casting Example to the Abilitys
-
Added Investing in to Ability and using Invested Points to change (casttime, size, range, count) of abilitys.
V4.3.1 (13.02.2024)
-
Pickup and Drops (With Gameplay Effects)
-
Worker and Resource
-
First two Buildingtypes Bases (to deliver Resources) and Towers.
V4.2.0 (28.01.2024) – Video
-
Ability Interface -> Choose 4 out of 16 Abilitys for Every Unit
-
Diversified EffectArea for more Abilitys
-
Diversified Projectile for more Abilitys
V4.1.3 (15.01.2024)
-
Teleport Ability (for Ranged)
-
Charge Ability (for Meeles)
-
EffectArea Ability (AOE Attack)
-
Projectile with Effect
V4.0.0 (28.12.2023) – Video
-
Gameplay Ability System
-
Attributes in Attribute Class
-
Levelsystem with Talentpoints to Invest
-
Abilitysystem – Abilitys can be created via BPs
V3.5.3 (28.11.2023)
-
Added Spawnsystem Gamemode + DataTable
V3.3.2 (15.11.2023)
-
EOS Multiplayer Session Interface
-
Create/Join/Quit a Session
-
Guide in Wiki http://wiki.teufel-engineering.com (for Questions: info@teufel-engineering.com)
V3.1.0 (12.10.2023)
-
Network Replicated
-
Units are chasing with UE-Pathfinding now!
Or check the Documentation:
http://wiki.teufel-engineering.com/
Choose if your Unit is:
-
Enemy or Friend
-
Range
-
Health
-
Attack Damage
-
MovementSpeed
-
Sight
-
IsFlying
-
…. and more, see the Documentation!
ControllerBase + CameraControllerBase:
CTRL + E — Rotate Cam Right (works also when Cam is locked to Unit )
CTRL + Q – Rotate Cam Left (works also when Cam is locked to Unit )
CTRL + Left Mouse Click — Move Cam to Mouse Position
CTRL + W — Zoom Cam In
CTRL + S — Zoom Cam Out
CTRL + HOLD SPACE — Fast Zoom Out to Position
CTRL + SPACE + Left Mouse – Move Cam to Mouse Position
Mouse to Screen Edges — Move Cam to Mouse Position
Right Click when Unit Selected — Move Unit
Shift + Right Click when Char. Sel. — Move Unit through Waypoints
CTRL + G when Unit Selected — Lock Unit on Character
CTRL + T when Unit Selected — Switch to Third Person Mode
Press A when Character Selected – toggle Attack
Press A + Left Click when Character Selected – Move to Position and Attack
Press A + Left Click on Enemy – Focus this Enemy
HOLD TAB — Show Control-Widget
When Character is Selected:
A – Set Unit into Detected Mode
A + LeftClick – Move to Position and Attack everything in your way
If RTSUnitTemplate is installed, the Classes can be used as Parent Class in Blueprint, so all functions from this Class are available in Blueprint. Just use one of the Following Classes as Parent Class and or just choose them in your GameMode Blueprint. Category = RTSUnitTemplate / TopDownRTSCamLib
ALL 3D-Models, Animations and Sounds are changeable via Blueprint.
3D-Models and Animations are Epic-Games Content
使用RTSUnitTemplate-Plugin创建您自己的RTS单元,该插件是用C++编写的。
如果您遇到任何问题,崩溃,错误,或者如果您需要支持,
请不要犹豫与我联系
透过电邮:info@teufel-engineering.com…
通过discord:https://discord.gg/yWBNm4VpBq
如果您对产品或支持不满意,我保证通过PayPal退款,您可以保留插件!
战争迷雾
https://www.youtube.com/watch?v=_S61M_HiJjg
主资源管理 – 工人、建筑物,以及更多!
游戏玩法:
照相机:
寻路:
说着:
自动机:
V4.8.5(20.09.2024)
-
增加了工人放置工作区域和建造建筑物的能力(在关键1上)
-
为默认能力添加按钮
V4.8.4(10.08.2024)
-
改善工作表现
V4.8.2(10.08.2024)
-
添加变量到Building->HasWaypoint
-
如果HasWaypoint为True,则可以选择建筑物和右键以移动现有航点或在位置上创建航点
-
这个建筑创建的单位将(如果你使用我的构建能力)进入航点。
V4.8.1(24.07.2024)
-
隐藏角色和投射物的小部件和网格,如果它们超出视口->更高的性能
V4.7.1(21.07.2024)
-
能力和天赋小部件现在与标签一起工作
-
每个具有相同标签的单位都能得到应用的能力和才能.
-
ResetCollapseHealthbar函数现在有一个时间(如果你想让它可见x秒)
-
在CameraControllerBase和ControllerBase之间添加了PlayerController->WidgetController
V4.7.0(13.07.2024)
-
固定单元选择器小部件
-
固定单位运行没有攻击命令(T键)导致不攻击
-
与碰撞固定Workes卡入对方
-
固定巡逻和运行单位卡住
V4.6.3(14.06.2024)
-
增加了SquadID到单位
-
在HUD中添加了Bool bSelectFullSquad
-
如果bSelectFullSquad=true并且您选择了一个带有SquadId=X的单位,您将选择带有SquadId=X的所有单位
-
这更像是在Civ中控制小队单位的方法
V4.6.0(23.05.2024)
-
通过修改和折叠小部件来提高性能
-
添加了拖放spawnplatform的原型
-
固定AI控制器,防止单位结块
-
降低人工智能控制器的性能
V4.5.6(16.04.2024)
-
在资源GUI中添加了可选择的工作程序分配
V4.4.2(15.03.2024)
-
为能力增加了铸造例子
-
增加了对能力的投资和使用投资点来改变能力(施法时间,大小,范围,计数)。
V4.3.1(13.02.2024)
-
拾取和掉落(具有游戏效果)
-
工人和资源
-
前两个Buildingtypes基地(提供资源)和塔。
V4.2.0(28.01.2024) – 短片
-
能力界面->为每个单位选择16个能力中的4个
-
多元化效果,提高能力
-
多样化的弹丸以获得更多的能力
V4.1.3(15.01.2024)
-
瞬移能力(远程)
-
充电能力(Meeles)
-
EffectArea能力(AOE攻击)
-
有效射弹
V4.0.0(28.12.2023) – 短片
-
游戏能力系统
-
属性类中的属性
-
有才能投资的水平系统
-
能力系统-能力系统可以通过BPs创建
V3.5.3(28.11.2023)
-
新增Spawnsystem Gamemode+DataTable
V3.3.2(15.11.2023)
-
EOS多人会话界面
-
创建/加入/退出会话
-
维基指南 http://wiki.teufel-engineering.com (对于问题:info@teufel-engineering.com)
V3.1.0(12.10.2023)
-
网络复制
-
单位正在追逐UE-寻路!
或查看 文件:
http://wiki.teufel-engineering.com/
选择你的单位是:
-
敌人或朋友
-
范围
-
健康
-
攻击伤害
-
移动速度
-
视线
-
飞行,飞行
-
…. 更多,请参阅文档!
ControllerBase+CameraControllerBase:
CTRL+E–向右旋转凸轮(当凸轮被锁定到单位时也可以工作)
CTRL+Q-向左旋转凸轮(当凸轮锁定到单元时也可以工作)
CTRL+鼠标左键–移动凸轮到鼠标位置
CTRL+W–缩放凸轮
CTRL+S–缩小凸轮
CTRL+HOLD SPACE–快速缩小至定位
CTRL+空格键+鼠标左键-移动凸轮到鼠标位置
鼠标到屏幕边缘–移动凸轮到鼠标位置
选择单元时右键单击–移动单元
Shift+右键单击Char时。 塞尔。 –通过航点移动单元
选择单位时CTRL+G–锁定字符上的单位
选择单元时CTRL+T–切换到第三人称模式
选择角色时按A-切换攻击
选择角色时按A+左键单击-移动到位置并攻击
按A+左键点击敌人-聚焦这个敌人
按住标签–显示控件-小部件
选择字符时:
A-设置单元进入检测模式
A+LeftClick-移动到位置并攻击一切以你的方式
如果安装了RTSUnitTemplate,则这些类可以用作蓝图中的父类,因此该类中的所有函数都可以在蓝图中使用。 只需使用以下类之一作为父类,或者只需在GameMode蓝图中选择它们。 类别=RTSUnitTemplate/TopDownRTSCamLib
所有3D模型、动画和声音都可以通过蓝图进行更改。
3d模型和动画是史诗游戏内容
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