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  • replied
    Originally posted by Namesis View Post

    Just to follow this up, in case anyone needs it, being called "Player Warehouse, Player Stash, Player Bank, etc"

    What I did was copy the PlayerInventory inside InventoryManagerComponent, renamed to WarehousePlayerInventory (which inside this has its inventory array to store the items), then just copy-paste-rename-modify some functions like AddItem to control the items in the new WarehousePlayerInventory. Also copying the Container and ContainerSlot, and renaming it to WarehouseContainer. Here, in the OnDrop functions, also modify it slightly and the functions to take the dropped item properly in the WarehousePlayerInventory and its Inventory array.

    pretty much just a copy-paste and some modifications to adjust it.

    Loading the items from the player (in my case mysql) was just when loading the player, copying the inventory part I had and adjusting it to warehouse, then filling the warehouse inventory array.
    In my case I made it player shared (all players in same account can access this storage), so it was adding a new mysql table with a "account id" which is taken when loading the player information, hence pulling the warehouse inventory.
    So you took my advice, glad you got it working.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    So you want a stash that isn't shared? I would create another inventory array in the player inventory component and just have the actor load off that array rather than it's self.
    Just to follow this up, in case anyone needs it, being called "Player Warehouse, Player Stash, Player Bank, etc"

    What I did was copy the PlayerInventory inside InventoryManagerComponent, renamed to WarehousePlayerInventory (which inside this has its inventory array to store the items), then just copy-paste-rename-modify some functions like AddItem to control the items in the new WarehousePlayerInventory. Also copying the Container and ContainerSlot, and renaming it to WarehouseContainer. Here, in the OnDrop functions, also modify it slightly and the functions to take the dropped item properly in the WarehousePlayerInventory and its Inventory array.

    pretty much just a copy-paste and some modifications to adjust it.

    Loading the items from the player (in my case mysql) was just when loading the player, copying the inventory part I had and adjusting it to warehouse, then filling the warehouse inventory array.
    In my case I made it player shared (all players in same account can access this storage), so it was adding a new mysql table with a "account id" which is taken when loading the player information, hence pulling the warehouse inventory.

    Leave a comment:


  • replied
    Originally posted by tonymorgan92 View Post



    https://youtu.be/3o4du3vFQnk

    i did this a while back I could probably help you out
    That's fine but its a very basic theres better way of going about it and you also don't show people anything so its pointless.

    Leave a comment:


  • replied
    Originally posted by Nejibana View Post
    Don't know how many people still check this thread still, i know a while back people were talking about integrating a vendor system into this pack. Has anyone had any luck? unit23 ? Right now I'm attempting to show a currency value on item tool tip, i managed to get that to semi work, but it wont grab the actual item value from the item data (work in progress) if anyone has any notes or advice i'll try to through together a tutorial for adding a system to use with the muppet/tandy npcs


    https://youtu.be/3o4du3vFQnk

    i did this a while back I could probably help you out

    Leave a comment:


  • replied
    Originally posted by Nejibana View Post
    Don't know how many people still check this thread still, i know a while back people were talking about integrating a vendor system into this pack. Has anyone had any luck? unit23 ? Right now I'm attempting to show a currency value on item tool tip, i managed to get that to semi work, but it wont grab the actual item value from the item data (work in progress) if anyone has any notes or advice i'll try to through together a tutorial for adding a system to use with the muppet/tandy npcs
    I would recommenced making a new data structure and a vendor item list rather than using the inventory item list, this way you can just build simple UI and trigger it in the same way you would a containers, you don't want to go ahead and start adding data that's isn't needed to the inventory item structure.

    Leave a comment:


  • replied
    Originally posted by Nejibana View Post
    Don't know how many people still check this thread still, i know a while back people were talking about integrating a vendor system into this pack. Has anyone had any luck? unit23 ? Right now I'm attempting to show a currency value on item tool tip, i managed to get that to semi work, but it wont grab the actual item value from the item data (work in progress) if anyone has any notes or advice i'll try to through together a tutorial for adding a system to use with the muppet/tandy npcs
    What I did was copy a container, create a NPC that when clicked loads the inventory stored in the same npc via DataAssets.. After that, a new single container box (the ones you click) that when right clicked will check player inventory and money (requirements), if all's good, just use the item selected and use the default add item to player

    Leave a comment:


  • replied
    Don't know how many people still check this thread still, i know a while back people were talking about integrating a vendor system into this pack. Has anyone had any luck? unit23 ? Right now I'm attempting to show a currency value on item tool tip, i managed to get that to semi work, but it wont grab the actual item value from the item data (work in progress) if anyone has any notes or advice i'll try to through together a tutorial for adding a system to use with the muppet/tandy npcs

    Leave a comment:


  • replied
    evarsor it appears you're having a casting issue with your hud reference. check to see that you updated your casts to fit your project. As well you're grabbing 300+ error lines dealing with cast problems. scrub back through the integration and make sure you've updated your casts properly. About the only thing i can recommend with just a screen shot of your error log.

    Leave a comment:


  • replied
    Originally posted by LonnyKee View Post
    I have a few questions regarding this inventory system if anyone has an information related, appreciate it:
    1. How big of an architectural shift is required to make it server authoritative to prevent cheating?
    2. Would major portions of it have to be re-wired & re-written to support #1, or can the server functions, multi-casts, replications and event binds be modified / inserted without a total overhaul?
    3. Has anyone else already made progress on this front? (server authoritative inventory)
    thanks!
    I believe the pack is already server authoritative.

    Leave a comment:


  • replied
    Hi, i am having trouble with the migration, I have followed the video but am getting errors

    Attached Files

    Leave a comment:


  • replied
    I have a few questions regarding this inventory system if anyone has an information related, appreciate it:
    1. How big of an architectural shift is required to make it server authoritative to prevent cheating?
    2. Would major portions of it have to be re-wired & re-written to support #1, or can the server functions, multi-casts, replications and event binds be modified / inserted without a total overhaul?
    3. Has anyone else already made progress on this front? (server authoritative inventory)
    thanks!

    Leave a comment:


  • replied

    Originally posted by Emrehan View Post
    It's finally done. Of course, there are some missing parts such as Containers but it's not a problem.
    Is it possible to see a tutorial from you or maybe you will release it as addition to ARPGIS on a gumroad or any other platform?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post

    Interesting how are you handling it are you using the slot row to get the end slots?
    Sorry for late response.
    Exactly, I get end slots and check if the item is in the right inventory slots.
    As far as I understand from your questions, you're using a different method for your inventory system. How did you handle grid-based inventory?

    Leave a comment:


  • replied
    Originally posted by wrfstudios View Post
    Working on a save system for all clients...(each client saves locally using a MySaveGame type variable)

    Everything seems to save/load correctly for each client (level, gold, skills, etc.) ... except the inventory (it seems to only load the Server's Inventory)

    All I am doing is creating a "SaveInv" variable of type "InventoryItem" in my SaveGame blueprint

    and then setting SaveInv = PlayerInventoryComponent>Inventory

    But it seems to only be loading the Server/Host Inventory

    [ATTACH=CONFIG]104928[/ATTACH]


    EDIT: I think its saving correctly but for some reason when I load... its loading the Server's Inventory (instead of client's)


    Is this a good way to load a previously saved inventory? (please see below)

    [ATTACH=CONFIG]104930[/ATTACH]

    [ATTACH=CONFIG]104929[/ATTACH]



    Thanks
    This is a long-shot you are still around but did you ever get this figured out? I am having trouble loading saved inventory too!

    Leave a comment:


  • replied
    Originally posted by Emrehan View Post
    I don't allow to put item if there is not enough room on edges. It's same for swap / split actions.
    Interesting how are you handling it are you using the slot row to get the end slots?

    Leave a comment:

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