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Maps.md

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Creating Maps

For the plugin, you'll design and create your maps the same way you're used to when using Unreal Engine, for the most part. This section serves as a short checklist for you, and highlights some setup that is supposed to make it easier for you to get started. Some steps are mandatory for some features of the plugin to work, however, such as vision.

Game Mode & Geometry

  1. Use your game mode in the world settings.
  2. Create your level geometry and lighting as usual.

Camera

  1. Add an RTSCameraBoundsVolume to the map.
  2. Use the Brush Settings to adjust the camera bounds as desired.

Navigation

  1. Add a NavMeshBoundsVolume to the map.
  2. Use the Brush Settings to adjust have the nav mesh bounds encompass your whole level.
  3. Build navigation. You may press P to review your results in the viewport.

Player Starts

  1. Add RTSPlayerStarts to the map.
  2. Set the Team Index for each player start.

Minimap

  1. Add an RTSMinimapVolume to the very center of your map.
  2. Set its brush size to match the extents of your playable map.
  3. Set the Minimap Image to a nice top-down screenshot of your map.

Fog Of War

  1. Add an RTSVisionVolume to the very center of your map, encompassing the whole valid visible map area.
  2. Set the Size In Tiles of the vision volume to match your minimap background images (e.g. 256).
  3. Set the Tile Height of the vision volume to the height of a single height level of your map, in cm (e.g. 250).
  4. Set the Height Level Trace Channel if you want special geometry to affect your height levels, only.
  5. Add a PostProcessVolume to your map, and check Infinite Extent (Unbound).
  6. Add an RTSFogOfWarActor to your map.
  7. Set the Fog Of War Volume reference to the post process volume created before.
  8. Set the Fog Of War Material of the actor (e.g. to the M_RTSFogOfWar material shipped with the plugin).

Pre-Placed Units

  1. Add any actors that should initially on the battlefield.
  2. For each of these actors, at the RTSOwnerComponent, set the Initial Owner Player Index to specify which player should own them.
  3. When pre-placing buildings, at the RTSConstructionSiteComponent, set their State to Finished if they should be ready from the beginning.