JCInventory, Grid based jigsaw Inventory for your projects

any news on this?

Yay it’s released and before I dig in I’ve been watching your videos and two things popped in my head to start:

  1. Can one change the means of using ammo? Dragging the ammo onto the weapon to reload it would in turn then allow for weapons to have different ammo types (e.g. armor piercing, incendiary, hollow point). I’m assuming right now weapons have attributes and thus could have an ammo count value as well?

  2. Would it be possible to have either a crafting station (probably an extension of the container class?) that items can be added to OR, at the very least, ask for a confirmation of crafting? Perhaps a preview of what will be created while holding an item over another would be ideal; dragging and holding the hammer over the skull would show a pop-up which would display the icon for *Dust *and perhaps even a written description. This could be extended further to what the player knows will be created (i.e. recipes), so if the combination is unknown, a question mark would display instead of the resultant object. Alternatively to these two ideas, maybe the most efficient one would be to have a “Craft” menu item that would then set the selected item to it’s *crafting *mode. At the very least then the player is anticipating this action, where otherwise the player might have only meant to swap the locations of the skull and the hammer rather than use the skull for crafting, as he might be saving it for an entirely different recipe?

Ideally after digging through your Blueprints I’ll be more informed of all this, but I wanted to get these questions out there right away just in case! :smiley:

Thanks Jack!

-Steven

This is great, Im glad someone is working on a proper inventory. There are a few problems I’ve run into though.

  1. If you hover over an item in the inventory, and then close it, sometimes the description will still stay on screen.

  2. It seems a little weird to me that you cant undo the crafting youve done, when it comes to the rifle and adding the suppressor, you cant remove it which is a bit unrealistic and annoying.

  3. If you click anywhere not on an item in the inventory, your gun is able to fire, which is something that should be disabled.

  4. Im not sure if this is intentional or not, but when an item is equipped, you cannot drop it when its in the slots.

Aside from that, great work! I hope that you keep this updated!

@Shirk
I am very excited that people are using the system!
I have dedicated time for going over feedback, the system is pretty big but rest assured i have every intention of keeping it updated!

As for undoing crafting, it can be built into the crafting system. use the hammer on the silencer to separate them. The crafting system is pretty simple, and more complex interactions are exposed to blueprint code if you like (it fires the event ‘craft item’ on the item blueprint.)

Give me some time Shirk and i will go through each point you have made (im at work now, but waiting for code to compile ^.^ )
Im really glad you got it working easily. I want to make a video of applying it to a premade player (what code needs to be set up basically). It will come soon!

As for the gun firing, you may be right. I kept it there so i could show off ammo countdown. Ill make a quick image of how to change it.
The description staying there is most defiantly a bug! Thanks! Will make a screenshot to fix it and update the project! Im afraid with big systems like this some small things are able to escape both epic and myself, but there should not be many/any more then that.

@SBodnar, both of those are fantastic ideas. The crafting system is pretty simple because i wanted to make something that people can add too. (its inspired by divinity OS system).
Will look into tutorials. As for reloading the gun, the gun itself would need to be a bit more complex. In my own game i have set this interaction up, i could share the code. Most of it is inspired by shooter game. :slight_smile:

Hell, it’s about time!

As most users probably, I will highly customize the system. If you roll out an update, will you provide some documentation of changes so people may easily incorporate the changes to their heavily customized projects? Also is there currently any documentation beside node comments and the video tutorials?

BTW. the backpack model you used is available at this site http://tf3dm.com/3d-model/backpack-59838.html with a personal use license. If you don’t have some special agreement with the creator you might want to replace it with something else to avoid possible troubles.

M i blind? I cant find this trello card anymore? is this dead? O.o

It is released now, you can find&buy it at the marketplace :wink:

OMG i was indeed blind there it is O.o THX!

@aWinter “As most users probably will highly customize the system. If you roll out an update, will you provide some documentation of changes so people may easily incorporate the changes to their heavily customized projects? Also is there currently any documentation beside node comments and the video tutorials?”

100% this, of course!

Also, thanks for the heads up.

one more bug i noticed if you drop the skull in the last right row of the player inv window you can’t smash it anymore

i made an extra paypal account just to buy this :3 so at the new update i will buy this instantly! Hurry up im waiting for this.

Hey Jack! Thank you and yea after looking over your code, complexity is the word of the day!

I at the very least tried to pick my way through some of your BP’s, such as JCInventoryCore and JCInventoryLibrary each with 30+ *Functions *and I didn’t know where to begin, what would break something elsewhere nor how to make meaningful additions/changes…

…so now I’m thinking what will be more empowering to users is documentation, including categorizing which Blueprints the user should focus on if they wanted to do things such as change how items can be used in the world for interaction, additional menu options (like my ‘Craft’ idea) and adding attributes to items (the ‘Ammo’ idea). I know a bunch of these Blueprints are ‘support’ functions (e.g. GetItemDataName, randomly chosen), so we’d need only to be pointed in the direction of the Blueprints where meaningful changes can be made.

This isn’t a criticism but I did expect the Blueprints to be fully commented, explaining what was happening (within reason) at any given chunk of nodes, and again how users can modify the code without breaking it. I’ve spent years with Unity and assets from the Asset Store and I’ve become accustom to that degree of support from an asset, even if it took a few versions before the developer was able to accommodate users.

That said, I’m very impressed by your work and look forward to seeing JCInventory evolve!

Thanks again Jack

-Steven

Hey Steven, this weekend i will be making documentation.
I’m aware the current documentation is limited and old. I will be working very hard to resolve this. I am also working on a new version that will change the layout of the functions so you know only the needed functions to extend the system with ease. as you say, the ones with “meaningful changes”.

Thanks for the good attitude and understanding, i will roll out this documentation as soon as possible. Expect a function breakdown around Monday (if not wens)!

Sounds great and again thank you for your time Jack! :smiley:

-Steven

Great to hear you are working on some documentation! While going through the functions I’ve found a lot of nodes being unconnected to any execution line /event. Are they preset for some features that haven’t made it into the current release, or are they just obsolet remainings I may delete safely?

Sounds like feature creep to me, or debugging.
there are a few instances i can think of that where left for customization, wait up for the function breakdown if you want to be safe!

Pretty sweet asset, proper documentation would be nice though. Other than that 10/10 would bang again

HOW DO I ADD THE INVENTORY TO MYCHARACTER?! i really have no clue on how to do it. You said it’s a 5 minute install but i’m lost. What’s the process of installing the inventory to a character?

And u still require to have basic skills of blueprint and project management.

I Have more than “basic skills” of blueprints. All it says is “Everything setup with interfaces so you can plug your own characters in right away!” And there are alot of interfaces in the project, i don’t know wich ones to use. But i got it working, i just parented mycharacter to the JCInventory Charaacter and everything works fine. I Only have 1 problem: I Can’t figure out how the “Equip” Feature works. When i add an item to an equip slot, i don’t know how to get it to do what i want. Like lets say i add a pistol to the equip slot, i want it to print a string. How could i do that? i’ve been trying for hours.