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  • replied
    so i sort of realised in order to get weapon functionality with the ARPGI id have to set up a weapon blueprint system. im having a bit of trouble figuring out how to actually assign a weapon class to the blueprint. everything ive tried so far has led to a "accessed none" entry in the debug window. anyone here figure out how to set this up?

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  • replied
    Originally posted by Robviously View Post


    I would start with a basic save system, this would be a file saved on the clients machine but would be easily manipulated. If you're good with server and coding. You could use the JSON plugin to securely transfer the information to a dedicated webserver. Since duping and hacking and all that would be quite easy.

    This is no small feat, at least not for me. You may need to hire someone depending on your skill level.

    here is a post on Reddit that will explain more avenues.

    https://www.reddit.com/r/unrealengin...r_player_data/

    I hope that gives you a point in a direction, I wish I could be more helpful.
    Hey Rob,

    Thx so much for your reply. I think you're on the right lines that I need to save the state of the item and reload the reference when the item is discarded and picked up again, or equipped/unequipped. I don't think I'd need to all the server stuff because this will be a single player experience and I think it would be enough to store the items and stats in some kind of array?

    I don't know precisely, which is why I'm asking. I'll keep digging and read the link you sent anyway as I might be misunderstanding you.

    Thx for your help mate.
    Daz

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  • replied
    Originally posted by dazuk1978 View Post
    Hey,

    I hope someone can help me with a problem I have?

    I want to find a way to make the items that drop randomly and are picked up by the player be persistent......

    Can anyone tell me if I'm on the right lines, provide some help etc?

    I have a good basis for my game with stats, enemies, procedural levels, levelling system etc but having actual randomised items with random stats is what I need. I have the system scripted already to make the items have random appearances and stats but I can't retain those stats between item manipulation.

    Anyway, I think you get the idea.

    Thanks for any help you can give,
    Daz

    I would start with a basic save system, this would be a file saved on the clients machine but would be easily manipulated. If you're good with server and coding. You could use the JSON plugin to securely transfer the information to a dedicated webserver. Since duping and hacking and all that would be quite easy.

    This is no small feat, at least not for me. You may need to hire someone depending on your skill level.

    here is a post on Reddit that will explain more avenues.

    https://www.reddit.com/r/unrealengin...r_player_data/

    I hope that gives you a point in a direction, I wish I could be more helpful.

    Leave a comment:


  • replied
    Originally posted by LinuxDonald View Post
    Why is it now: Add to project??
    It was not supposed to be.
    This was an issue on the marketplace teams end. they have changed the way assets roll out on the web form and I guess it bugged the his project. It's been sorted out now.

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  • replied
    Originally posted by OverRated_AU View Post
    Guys this is a support thread, not a tutor course, and most of these question have already been answered so please take the time to look.
    Is that directed at me too?

    I've searched, I've read lots of pages (there are 99) but I'm asking a specific question and haven't found anything related to what I'm trying to do.
    I'm appealing to someone's good nature as a fellow developer to help me out.

    If you weren't directing that at me then fair enough. I'm not just sitting here waiting for the someone to do it for me, I want to learn and plug the gaps in my knowledge (there's a lot of them).
    I've seen you on here for a long time and checked out your progress on your project and you're very talented, for sure. You could probably do what I'm trying to do in your sleep!

    If you can direct me to how I can learn to do what I'm asking, within ARPGIS I'd really appreciate it.
    Thanks

    Daz

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  • replied
    Guys this is a support thread, not a tutor course, and most of these question have already been answered so please take the time to look.

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  • replied
    Guys how can i add a slot so the character can equip more things
    you can tell me if you whant in discord
    TheGamer Flame#6773

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  • replied
    Hey,

    I hope someone can help me with a problem I have?

    I want to find a way to make the items that drop randomly and are picked up by the player be persistent. By that I mean, once it is in the inventory that instance of the item with any randomised stats etc defined when it was created should last for the items lifetime.
    Currently, it recreates the instance every time the item is manipulated in the inventory, like moved to a different slot or in the case of a weapon or armour etc - equipped and unequipped.

    I think it's probably something I can add to the items, some kind of unique ID that I can define when it's created, and save or tie in the unique properties of the item to that unique ID, then just use that as some kind of reference that I can call back whenever the item is manipulated and recreated.
    I hope that's clear?

    I have tried this with other inventory systems and always struggled with this part, but I'm told the way this inventory system is created supports that kind of randomised item persistence in theory.
    I'm not a massively experienced scripter. I mean I can usually trace something back to debug and figure something out once it's created but modifying or creating from scratch something like this might be a little ahead of my knowledge at the moment!

    Can anyone tell me if I'm on the right lines, provide some help etc?

    I have a good basis for my game with stats, enemies, procedural levels, levelling system etc but having actual randomised items with random stats is what I need. I have the system scripted already to make the items have random appearances and stats but I can't retain those stats between item manipulation.

    Anyway, I think you get the idea.

    Thanks for any help you can give,
    Daz

    Leave a comment:


  • replied
    Originally posted by Demonith View Post
    No support in here and email also.....
    I believe if you read back through the thread that you will find that Pirate had been dealing with an ongoing family issue and is more or less out of communication. Prior to this unhappy occurance, he went the extra mile to help with the ARPGIS and should not be faulted for circumstances out of his control. Have you gone through the tutorials? For a tutorial on creating and implementing an equip weapon animation, which I believe is one of your questions, there are a number of tutorials available on Youtube and in all truth that particular mechanic is beyond the scope of the ARPGIS.

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  • replied
    No support in here and email also.....

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  • replied
    I also trying to get animation when equiped weapon ? no idea

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  • replied
    Hi there,

    Do you have any tip, how to attach as a weapon some skeletal mesh with animation blueprint and use it?
    Right now whatever I do, it's impossible to make it work properly and also crashes engine while debuging.

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  • replied
    Hello,
    I am french so sorry for the mistakes...
    I have bought your Action RPG Inventory System on unreal market but i have some troubles with it. I am a beginner on unreal engine.
    I am testing your inventory system on Mixamo character. The weapon are working well, but for the other things is different.
    When i equiped the helmet it is turned at 90°. I don't know how to fix it.
    Also, when I try to equiped the others things (gloves, back, shoes...) nothing happen.
    Did I miss something that caused the problems ?
    Thank you so much for your answers !

    Best regards

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  • replied
    Heya Shadow, yeah I followed your advice. I'm beset by a new issue though. I'm unable to use any of the keys to open the inventory boxes, and when I close the game I get this error:

    Error Blueprint Runtime Error: Accessed None trying to read property InventoryManagerReference from function: 'Get_Visibility' from node: Branch in graph: Get_Visibility in object: InteractText with description: Accessed None trying to read property InventoryManagerReference
    Last edited by Calhoun; 11-02-2017, 06:38 PM.

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  • replied
    Originally posted by NodrawNT View Post
    It's been weeks since I first got the " Inventory full " error and I just can't find why. Here https://i.imgur.com/8o0Aqp2.png you can see it's correctly casting to my player controller but as I've seen on page 44 of the thread but it still doesn't work. I've been checking the original version and I can't find what I missed, I feel pretty stupid. Can someone just guide me what/where to look ? Thanks !
    Maybe its fixed with last update. I can now loot in the demo without problems. But it would be nice to know what they changed... I have already merged older version into Top Down Kit...

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