I enjoy reading about your progress. Please keep us updated.
Very nice!
Thanks! Itās a bit dodgy since I canāt animate (hence the no walking with pistol etc) but iām more focused on getting the pure mechanics down, then can slot in art later
Before I start really hacking things up, is there an easy way to keep the inventory and variables stay and reload when switching levels?
Have tired passing the data to the server then back to the player in an array?
Iāve played around a little, but the āinit playerā gets passed at each level load. I may have to create and parse a variable in my Gameinstance that, when the first level loads, checks to see if itās the original level. If it isnāt, then load that saved data rather than the initializing dataā¦? It sounds right in theory, just not sure a good way to find/save each type of data i need. May have to try it from the scratch content to get it working rather than risk messing up my currently working project. Thanks.
So do the starting items get placed in your character inventory each time you change levels?
Yes. If I load my the gameā¦run aroundā¦collect some itemsā¦add moneyā¦add levelsā¦then open a new map (from command or blueprint) it opens the new map as if I just started the game over. I started with just trying to save the ācashā variable to test it, with no luck. Iāll keep playing with it over time.
This mite help.
https://answers.unrealengine.com/questions/85527/storing-variables-in-all-levels.html
Pirate:
Iām working on creating an item that is a clue that begins a quest.
Iāve created a child blueprint of the Loot_Skeleton and a journal item.
I believe that I need to override the OnActorUsed function of my journal blueprint (copied from the red apple.) to open a page widget on which I will display the journal entries.
Is this the correct approach or do you have another suggestion?
I would also like to disable the loot generation for the Loot_Skeleton child blueprint. Is there an easy way to do this? A neat little boolean would be nice.
Why not create a new item type called questclues, then make the item simlar to a consumable but make it display a widget when used, edit lootactor add a boolean to disable the loot generation, in side you loot container just add a simple add inventory item adding your clue to the loot container.
that is pretty much what I was about to write :D, thank you.
And for the disabling loot generation, a simple bool and branch before it calls the logic to generate the loot will work. Then you can set it to true by default and then change it per child or per instance placed in your world.
For your informatio, we(ncsoft) could implement almost all MMORPG UI system in 3 weeks with Unreal.js.
Cool, Iām sure a lot of people would love a tutorial showing them how to do that
I wrote up an entire paragraph without investigating further into the blueprints, woops! Thanks for all of your hard work, I love it!
<tosses in a sovereign> I also call. Iād like to see those cards.
NCsoft!? Interesting! Nice to see you here, I hope that the MMRPG UI you are talking about is being used in Lineage 3
HINT HINT āMAKE L3ā HINT HINT
Why use JS over slate or UMG if i may ask?
About your loot container background are you using a image which can be scaled to the size of the slots ? You can increase the slot columns within the container.
Atm, I have no background image for my loot container. Iāve gotten it working. I just made a copy of the pot container and changed the mesh. I havenāt worked on the new functionality yet. In our game, loot does not spawn. All of the treasure that will exist in the game will be present on day 1. Some of it will be procedurally populated, but much will be hand placed as treasure will almost always contain at least one quest item/clue. Containers such as corpses, chests, pots, & etc will be almost identical in function to Pirates Pot Container.
If you mean the image that I am using for the background of the Inventory and Equipment windows, thatās a simple image and may wind up being a placeholder.