1.0 Summary


1.1 General information

1.2 Blueprints

1.3 Creating A Building Blueprint

1.4 Changing Recruitment Times

1.5 Changing Construction Times

1.6 Change Building Menu Functionality

1.7 Legal Info

1.8 AI Settings

1.9 Unit Build Priority

1.10 Building Priority

1.11 AI Buildings Defence

1.1 General information


RTS Building Template is a great starting point for any RTS game, using an easy to modify system and all based in blueprints with full commenting it is designed to give you a kick start to your project.

Here is an image of the basic starting point of the pack.

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Highlighted in red is the build bar, this will be visible when no unit, resource or building is selected and this is how you place building types. The building types from left to right are Residence, Lumberjacks Hut, Miner Hut, Farm and Refinery, the cross button activates delete mode.

Highlighted in the blue is the resource bar this displays the players total collected resources. From left to right the resources are Stone, Food, Wood, bricks and total units compared to max units.

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In the image above highlighted in blue, is the resource requirements bar this will be displayed when you hover your mouse over a building type, in the build bar displaying the required amount of resource to build that building, as well as once the build type has been selected and is in place mode like in the image above.

Highlighted in red is the building type preview that will follow your mouse to place the building in the world, if green the building is placeable if red then its colliding with something or the play does not have the resources to build it. The building can be placed by clicking left mouse button and placement can be cancelled by clicking right mouse button, the building can also be rotated by pressing the R button in 90 degrees incriminates.

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Highlighted in green is the construction bar, this will be visible when the player clicks on a building that has been placed but the construction has not finished (Highlighted in red). players start construction by selecting a builder unit (The blue unit) and right clicking on a building that has been placed. The builder unit will then start construction of that building, and the percent of construction will begin to go up.

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In the image above highlighted in red is the recruitment bar, this will be visible when the player selected a constructed recruitment building. From left to right the first button is the recruit button and will start constructing a unit, the next button is the upgrade button and can upgrade all the units in the world and new units spawned of any type. This can upgrade them in 3 ways by default max carrying amount, collection speed and movement speed, these can all be change easily and can be different for every building. and the last button is the cancel recruit button and will clear the queue of units waiting to be spawned. units can be queued by clicking the recruit button multiple times while a recruitment is in progress.

Highlighted in blue is a fully constructed residence building (Please note the building may be updated and not look like this in future updates).

Highlighted in purple is the rally point once units are spawned from this selected building the units will move to this rally point. Can be set by right clicking while a constructed building is selected.

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Highlighted in red above is a resource generation bar, the button on the right is the start generation button this means the building will start creating resource over time, the amount, type and speed can all be customized. The button on the left is the stop generation button.

Highlighted in blue is the farm building this does not require works or another resource to consume it will only create new resources.

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In the image above highlighted in blue is the selected unit bar it shows the maximum amount a unit or a group of selected unit can carry of a resource and how many units are selected. The destroy button will destroy all of the selected units.

1.2 Blueprints


The blueprints in RTS building template are designed to be easy to edit and build from. here we will show you a few of the ways to easily change and add you own buildings and units to the system.

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Highlighted in yellow is the upgrade unit event here you can set the unit type to upgrade, the new max carrying amount, the cost of the upgrade, and the max number of times the unit can be upgraded.

Highlighted in red is the recruitment event here you change the class to your own unit class to recruit it, (your own unit class must be a child of the master unit blueprint).

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Highlighted in the red is the resource generation event, you can change the time to generate this is in seconds and will generate the amount to generate, you can also change the type of resource that you want to generate. Highlighted in green is a simple change bool node to end the generation.

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Highlighted in red is the convert resource event in this you can set the resource you are converting from and to, the conversion speed and amount. Highlighted in the blue sets the bool value to false and stop the conversion.

1.3 Creating A Building Blueprint


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1. To create your own building, start by creating a child blueprint of the BP_Masterblueprint.

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2. Then open the new blueprint select the building mesh, and set the static mesh this is the mesh that your building will use, you can also set materials here.

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3. Highlighted in the green is the buildings default values you will need to set, the required wood, stone, food and brick is the resources that the building will cost to build the resource drop off check box is whether or not units with the same resource type can drop off their resources at this building. (These values may vary depending on updates.)

4. You will also need to set the mesh highlighted in red, this is the mesh the will be used for the buildings preview.

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5. Here is the blueprint code that you can add to your new building, highlighted in the green is the default HUD to show when the building is selected, so if you want to use the recruitment HUD for this building then set the functions settings to the same in the screenshot.

6. Highlighted in the red is the recruit unit event and this is bond to button 1 of the HUD that we have chosen. On the spawn unit event set the class to the unit that you want to spawn when you press button 1.

7. Highlighted in the yellow is the generate event, here you can choose the resource you want the building to generate, the speed it generates at and the amount to generate.

8. In the blue box is cancel generation variable this will cancel the generation and also act as the cancel button for recruiting units.

1.4 Changing Recruitment Times


In the current version recruitment times are controlled by a timeline you can find this timeline in the master building blueprint.

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1. Double click the timeline node to access the timeline variables.

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2. Change the red highlighted value to the amount of time you want the recruitment to be (This is in seconds).

3. Select the point on the graph highlighted in green.

4. Then change the value highlighted in blue to the same as the value in red.

5. Compile and save and your finished!

1.5 Changing Construction Times


In the current version construction times are controlled by a timeline you can find this timeline in the master building blueprint.

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1. Double click the timeline node to access the timeline variables.

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2. Change the red highlighted value to the amount of time you want the recruitment to be (This is in seconds).

3. Select the points on the graph highlighted in green.

4. Then change the value highlighted in blue to the same as the value in red.

5. Compile and save and your finished!

1.6 Change Building Menu Functionality


This will show you how to change the icons and build type in the build menu widget, this will also apply to other widgets included.

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1. Select HUDBuildingMenu widget found here.

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2. Select the icon you want to change highlighted in red.

3. Then either drag and drop your icon on to the green highlighted area or click on the green area to select the new icon.

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4. Select the graph tab, then select a button building class.

5. Then change the blue highlighted drop down to the building you want it to spawn.

1.7 Legal Info


All icons used in this pack were sourced from:

http://game-icons.net/

They are free to be used commercially more info is available here:

http://creativecommons.org/licenses/by/3.0/

1.8 AI Settings


Here we are going to take a look at all the different AI settings in the pack, please note that this is for version 1.1 and these settings may change in the future.

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Here you can edit the basic AI settings, the resource category are the resource that the AI will start with. In AI settings you will find 2 variables (AI Name is set else where so you can ignore this variable), Number of Defence Unites is the number of units that the AI will always keep at its base to protect the buildings and non combat units.

Under player settings there is Max Units this is the starting max units for this AI player, then there is Max Units Max this is used to stop the AI creating an infinite base and caps its max units variable in game.

1.9 Unit Build Priority


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Here you can set the AIs unit build priority, please note that the AI will always prioritise units that collect resource for the first units it creates once one of each unit that can collect each resource is spawned it will then follow the build priority.

1.10 Building Priority


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Here you can set the AIs building Priority, the AI will always build drop off buildings for the 2 main resources first to avoid not having enough resources to construct these buildings. After this the AI will follow the building priority. This node is found in the BP_Masterblueprint.

1.11 AI Buildings Defence


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The variable Max Towers Per Building controls the number of defence buildings that the AI will build around its non combat building.