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    Hi there,

    I searched the thread but without success so here's my question: I would like to make sure that some of my weapons are equipable either on the main-hand or on the off-hand (both hands), i've tried some hacks but it doesn't work. Is there a relatively simple and effective solution or any suggestion ?

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      hey guys so i've been experimenting with action rpg inventory system for the past 3 months and i still doesnt figure out how to do this so here goes

      im trying to make when i equip specific weapon such as sword or bow, i want it to play sword aniamtion state or archery state

      in action rpg inventory system there a inventoryitem struct to define item information im planning to create an enum called weapon enum and in there i will define weapon state such as sword or archery

      then in the inventory item struct i will add that enum

      im planning to set that enum somewhere inside action rpg inventory system inventorymanagercomponent(this is where all inventory/equipment related call andf fucntion being held) there are two fucntion for equipping and unequipping im planning to set the enum there

      why im setting the enum there is lets say i equip a sword on equip it will say to the enum to change to that enum state

      then in aniamtion blueprint maybe i will have state machine in them for this aniamtion state and set them according to the combat state such as archery etc

      as for now idk where i should start or what can i do i tried multiple things and now i need you guys help
      anyone can help me

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        Originally posted by LegendOfSparta View Post



        I don't know, it's what you wrote :3, i made alot of stuff but really still can't get Durability made in the right way I hope you can point me to what and where it should be done
        The inventory isn't dynamic the items are which means there not static data things like item amounts are dynamic data.

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          Originally posted by PapaOurs View Post
          Hi there,

          I searched the thread but without success so here's my question: I would like to make sure that some of my weapons are equipable either on the main-hand or on the off-hand (both hands), i've tried some hacks but it doesn't work. Is there a relatively simple and effective solution or any suggestion ?
          The gear type is configured inside the item list with equipment slot setting.
          [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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            Originally posted by KhxiSaki View Post
            im trying to make when i equip specific weapon such as sword or bow, i want it to play sword aniamtion state or archery state
            You can use an event dispatcher.

            Call the Event Dispatcher on item update, in your case for the weapon (slot 12).

            Click image for larger version  Name:	gear.jpg Views:	0 Size:	347.2 KB ID:	1765114

            Next Bind the Event Dispatcher Call, likely on your character blueprint

            Click image for larger version  Name:	gear2.jpg Views:	0 Size:	95.9 KB ID:	1765113

            Now you have the Custom Event, in this example named 'Updateitem', where you can make for instance a bool check if we update item 12, if true you could check the InventoryItem structure, check if it is a sword. Ideally you would add another InventoryItem entry for WeaponType.
            [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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              So I have this weird problem where all items have description "Head". In case of consumables they have the regular green text of restoring health, except that restored health is 0. All equippables have just Head written in description when you mouse over them. In Item list I have my own text but in game it just writes head. Its like this with both items from merging(ones from the system) and completly new Items I created. Would anyone happen to know how to solve this ?

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                Originally posted by OverRated_AU View Post

                The inventory isn't dynamic the items are which means there not static data things like item amounts are dynamic data.
                Yeah i know that, so what is the best way to make this durability system? i know i'm wasting your time, so it's fine if you ignored this :3

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