Monday, 18 April 2016

Year 3: Game update: Default tower

Default tower 

After the implementation of the despair's a tower I copied over the blueprints of this tower and made some changes to create a default blueprints for all towers this would be a sort of master blueprints that will be able to be changed in order to create different variants of towers. The blueprint will contain certain information and then can be changed accordingly for a new type of tower.


because of the nature of these variables and how they can be changed and adapted to suit almost any tower these were's In the default tower blueprints and can just be slightly altered for example changing the tower name to some difference or changing the health for example.


when constructing this blueprints  I have to design ways in which could talk to the user interface and camera so that information can be displayed when selected/constructive.



This first blueprint line uses the events begin to set variables vital to the functionality of the entire blueprints throughout its life span.

1.First off we start with a event begin play so every time the tower is spawned this event will go over

2.we then use a sequence that split the pulse into two separate pulses

3.we then set the tower health and tower range templates these copies of the tower health and range variables that can be used later as things like displaying the tower's health.

4. then we cast of the tower health widgets doing the widgets objects by getting user widget object node from here we can get the two items we need.

5.we then gathered two variables from this widgets "tower shield bar" and "Tower health bar"and then set them so that they can be used later easily.

6.we then use the two variables Tower health and tar health template in order to set the Tower health widget.

7.with anger of the RTS camera and search variables like to be called easily in the future.

8. We then gets any instances of the main template tower to check for global shield/buff



1.the event and on play well play whenever this object is destroyed.

2. We then cast an events to the RTS cam telling to take away a portion of the resource collection if this tower was able to collect resources if not this will return zero.

3.we then send an events to all towers around this one telling them that it has died


1.the event that triggers this is triggered by the RTS camera upon construction of this tower it also delivers a variable RTS camera so that I can also send the events straight back to the source.

2. The update resource message is then triggered and sent back to the RTS camera with the collection rates of each resource adding that to its collection rate..



1.this event is sent from the grounds plates that are respond on upon  the tower being spawns it also carries a variable with its "ground plates"

2.this variable is then sets that I can be referred to later in blueprints easily.


1. The event "update Info" is called when the tower is spawned and when the tower is selected

2.A a branch then checks whether the tower is selected is true then goes through

3.a message called " tower info for user interface when selected" is then sent back to the user interface with important information for when the unit is selected such as Tower's name

4.a sequence of splits  the tech into two separate texts.

5.a full descriptive macro is used would send all variables and converts them strings straight to the user interface this macro is called "Tower description send info"

6.then depending on whether the tower has off that  information is then sent to the user interface by a message called "send buff information on Tower"

7.on the second line of the sequence we venture to see if the tower has a mega mutation and if so it will then send a inter-variable to the user interface which selects from an array a certain descriptive text about said mutation.



1. this events sends two variables across to the tower upon its spawn this is the RTS camera and also the user interface these variables are then saved  to have access to them later and he's



upon the destruction of the tower  one point is minus from the tower on map varied or located in the RTS camera to show that one towers destroyed along the RTS camera to give accounts of towers currently on the map.



the checked our health events is used after moves events that would take a health offered tower is then checks to see whether the tower has zero health and if true it then destroys the actor as well as different components relating to it such as Tower selection box if applicablethen also changes certain interfaces in the URI in order to hide selected towel information so that it does not linger on the screenas well as reset the ground plate in so that all the towers can be constructive in its placeit then also start the game over countdown on the RTS if this is the last hour on the meaning that the game can then end.

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