Originally posted by OverRated_AU
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Originally posted by locknutz View PostI wouldn't know where to begin to do that but I am willing to learn, also I'm stuck with the animation blueprint, I disabled the anim BP to add a mesh to the equipment character and now when I select the animBP again and recompile I loose all animation for the character I recompiled and saved every blueprint in the project but still nothing restarted as well
To setup a actor equip system you want to add a actor class to your inventorys item structure, and inside the equipment character add a new class variable called mainhandactor and set it to rep notify, then in UpdateEquippedMeshes have a check to see if there is a vaild actor class on the following item if so set the mainhandactor and if there is no class set mainhand mesh instead, this should point you in the right direction but you also have to handle unequipping.
sorry replying off my phone so its abit hard to type.Last edited by OverRated_AU; 05-16-2016, 03:11 AM.
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Originally posted by locknutz View PostI wouldn't know where to begin to do that but I am willing to learn, also I'm stuck with the animation blueprint, I disabled the anim BP to add a mesh to the equipment character and now when I select the animBP again and recompile I loose all animation for the character I recompiled and saved every blueprint in the project but still nothing restarted as wellOriginally posted by Pirate View PostLooks like an sRGB issue try ticking the sRGB box in your texture off to see if it corrects
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Originally posted by locknutz View PostI wouldn't know where to begin to do that but I am willing to learn, also I'm stuck with the animation blueprint, I disabled the anim BP to add a mesh to the equipment character and now when I select the animBP again and recompile I loose all animation for the character I recompiled and saved every blueprint in the project but still nothing restarted as wellOriginally posted by OverRated_AU View PostIcons should be made in PS or Gimp print screen the mesh in the view port then create them and import into the engine.
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Originally posted by black cat View PostThat is exactly what I did. As I said, the picture appears overbright no matter the settings. I think that is a bug in the engine? I have tried several formats now. TGA, PNG, JPG, with and without alpha.
Its not a bug as i have imported over 10 icons on 4.11 so far, Try exporting one of the demo icons and using that as a template, remember to select lighting complexity to grab a alpha map of the mesh so you can remove the viewport background for the icon, it will save you cutting around the edges.
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Originally posted by black cat View PostI am getting this problem with any picture. I will take this to the asset creation forum, as this is not a problem with the ARPG.
Wish I knew what was causing it.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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hello again so I tried to move over my mount system from my test project and it broke lol any ideas would help, I'm using the inventory controller as my base controller but when I possess the "mount" I have no movement I can rotate the camera with the arrow keys and open my inventory and everything, just cant move. The system works fine in any other project so is it an issue with me using the Inventory controller as base? sorry if this isn't related to the system
I tried just possessing another equipment character, and inventory character, but non have movmentLast edited by locknutz; 05-17-2016, 01:09 AM.
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Originally posted by locknutz View Posthello again so I tried to move over my mount system from my test project and it broke lol any ideas would help, I'm using the inventory controller as my base controller but when I possess the "mount" I have no movement I can rotate the camera with the arrow keys and open my inventory and everything, just cant move. The system works fine in any other project so is it an issue with me using the Inventory controller as base? sorry if this isn't related to the system
I tried just possessing another equipment character, and inventory character, but non have movment
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Hi Again, [MENTION=39476]Pirate[/MENTION]
Please.
I need help about this, I'm using your examples to be able to use the data tables in your inventory system to create functional items for my game, like add health, mana, speel, functional weapon
Your help will be appreciated
lunyLast edited by lunyBunny; 05-23-2016, 09:47 AM.
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Originally posted by OverRated_AU View PostWhen merging projects make sure your not doubling up on inputs as the ARPG Inventory is ment to be used as a base it has its own inputs inside the player controller, most project have the movement inside the player character, try adding print strings to the movement inputs to see if there firing.
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Originally posted by locknutz View PostHello thanks for the reply, the inputs for the controller are not firing, but I did notice I had inputs in the base third person character blueprint I took them out and its still wanting to go from there it seems.
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Originally posted by lunyBunny View PostHi Again, [MENTION=39476]Pirate[/MENTION]
Please.
I need help about this, I'm using your examples to be able to use the data tables in your inventory system to create functional items for my game, like add health, mana, speel, functional weapon, xp... (class selection, characters tandy / mupped and add gold works!!!!), but
I tried to use regeneration and consumable examples. I copied all the code, variables, functions, nodes regen and consumable related for my player controller in my game.
It should works fine, but life does not regenerate when I consume a red apple, and nor decreases when a green apple is consumed.: / Continues scoring 60 in life bar.
I need to know the steps to include this in my game (ie say the paths, as you said about interact text that helped me a lot). Mainly So that I may to compare with what I did here, to try to find what kind of information is missing.
If it helps I can post screenshots of the things I did
Your help will be appreciated
luny
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Originally posted by black cat View PostWhen copying over functions you need to be very careful to compare the parts that are missing after the copy. Because there will be parts missings, variables that do not exist in the new blueprint, broken connections. So the first stept is to make sure the copy is 1:1 identical. Then to fix bugs, you need to first find out where the bug happens. You can do that with ghetto debug. Place a print text node near nodes so when your code runs you can trace where it fails.
Luny, I will try and put togethet a list for you tomorrow. There should be the functions in the controller a few events on the event graph and I believe in the Character class too. If that all seems the same as you already migrated then make sure the UI widgets are accessing your class as the PlayerFrame widget has a cast node when reading data, so you will need to replace that to read variables from your own class.
That last part is most likely your issue.
Let me know of that is the case or not.Last edited by Pirate; 05-17-2016, 06:51 PM.\\VANGUARD INTERACTIVE
Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle
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