Announcement

Collapse
No announcement yet.

Action RPG Inventory System

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Calhoun View Post
    Also Pirate I'm curious can you actually make a living off the asset store, or is this just a part time thing?
    I'm sure the people selling animations and weapon models are making a fair bit. I guess it all depends on your cost of living and how many assets you have for sale .

    Leave a comment:


  • replied
    Also Pirate I'm curious can you actually make a living off the asset store, or is this just a part time thing?

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    I am considering it
    +1 same here

    Leave a comment:


  • replied
    Originally posted by Calhoun View Post
    My bad for my previous post. Seems like I'm not the first person to ask a now redundant question about persistent multiplayer servers (Ark,Rust,Ect).

    That's actually exactly what I've been building (Fallout Roleplay Server). I'd seriously encourage you to consider a venture into persistent multiplayer. It's a big gab for a lot of devs that's hard to cross.
    I am considering it

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Right clicking to use a consumable fires different logic then the world actor OnActorUsed. You will want to look at the InventoryManagerComponent->UseConsumableItem() function to setup different logic for consumable items in the Inventory.
    Ahh Haaa! thanks for pointing me in the right direction - I see in that section that you haven't wired up using a Misc item - so I am just going to call my Key a Misc Item and extend from there

    Thanks for the help - and the great system - I'm sure I'll be back later for more questions LOL

    Leave a comment:


  • replied
    My bad for my previous post. Seems like I'm not the first person to ask a now redundant question about persistent multiplayer servers (Ark,Rust,Ect).

    That's actually exactly what I've been building (Fallout Roleplay Server). I'd seriously encourage you to consider a venture into persistent multiplayer. It's a big gab for a lot of devs that's hard to cross.

    Leave a comment:


  • replied
    Originally posted by GeeksGoneBad View Post
    OK I think I am close! LOL

    I have my Key, I can pick it up and it goes in Inventory - and for now I put a simple printstring in the Overridden OnActorUsed for the Key (not even messing with the door yet) - and I want to be able to right click the key in inventory to fire off it's functionality - I thought that woulf be "OnActorUsed" but when I right click the key, it goes away like I used it - but my printstring never fires

    the printstring does fire when I pick up the key though - which is a little weird because I didn't use it, just picked it up - but it won't matter that much
    Right clicking to use a consumable fires different logic then the world actor OnActorUsed. You will want to look at the InventoryManagerComponent->UseConsumableItem() function to setup different logic for consumable items in the Inventory.

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    [MENTION=39476]Pirate[/MENTION] : Thanks for your help so far, you've been spot-on.

    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.
    What version of unreal are you using?

    Leave a comment:


  • replied
    Hey guys, really liking the project. I was thinking of integrating this into the MMO Starter Kit from CodeSpartan. It might be too difficult/corrupt my build, but after a good backup I'm willing to try. Anybody who knows both kits have any advice?

    Leave a comment:


  • replied
    [MENTION=39476]Pirate[/MENTION] : Thanks for your help so far, you've been spot-on.

    So a couple of little things:
    1> The edge-highlighting doesn't work for me, regardless of if I put it on my camera post process or the global one?
    2> When I drop an object, it does drop it but not in the way I've seen on your videos. It quite often disappears and I'm assuming going under the world. Are there controls for me to play with like an offset or location for 'spawning' the dropped item etc so I could manually tweak my way around it?
    3> I followed your FPS tutorial and all went well, however there are times that the mouse cursor disappears and I have to left click to make it appear. I seems to happen once I've looted a container and I open another. the mouse cursor disappears, my movement is locked out correctly but I can;'t see the cursor until I left click anywhere on screen and the cursor appears again.

    Leave a comment:


  • replied
    OK I think I am close! LOL

    I have my Key, I can pick it up and it goes in Inventory - and for now I put a simple printstring in the Overridden OnActorUsed for the Key (not even messing with the door yet) - and I want to be able to right click the key in inventory to fire off it's functionality - I thought that woulf be "OnActorUsed" but when I right click the key, it goes away like I used it - but my printstring never fires

    the printstring does fire when I pick up the key though - which is a little weird because I didn't use it, just picked it up - but it won't matter that much
    Last edited by GeeksGoneBad; 12-07-2016, 04:43 PM.

    Leave a comment:


  • replied
    Originally posted by GeeksGoneBad View Post
    Cool - thanks for the reply! I think I have the basics down - it's a very easy system out of the gate to get rolling! I added the variables and my own door system - no problem it's when I tried to make the key object that I had problems - I could initially pick up the key, but when I overrode the functions then I could no longer pick up the key - I figured calling the OnActorUsed from the parent was enough to keep what functionality was already there and I'd just extend it - am I thinking about that wrong?

    Thanks!
    Jamie
    What class are you overriding OnActorUsed? the pickup logic shouldn't need to be changed. ooooh unless you are setting the KeyID on a Child Actor of World_Actor that you have placed in the world. But this method would make it so keys wouldn't be normal items and potentially lootable. In most RPGS I believe each different key is a different Item entirely. So there are a few ways to tackle this. Sometimes it's good to make sure you have the full design of the feature planned out first. Because depending on your end goals there are often many different ways to do the same thing.

    Leave a comment:


  • replied
    Cool - thanks for the reply! I think I have the basics down - it's a very easy system out of the gate to get rolling! I added the variables and my own door system - no problem it's when I tried to make the key object that I had problems - I could initially pick up the key, but when I overrode the functions then I could no longer pick up the key - I figured calling the OnActorUsed from the parent was enough to keep what functionality was already there and I'd just extend it - am I thinking about that wrong?

    Thanks!
    Jamie

    Leave a comment:


  • replied
    Originally posted by GeeksGoneBad View Post
    First let me say - what a great system! You have put a lot of work into this and I thank you for making it so affordable!

    Second - I'm brand spanking new to it so I'm sorry if this is obvious or been answered before but - I want to make a usable actor - a Key - that opens another usable actor - a door --- The key has a serial number and so does the door - so if they match the door opens - now I actually already have all that except for where I put that logic connected to the usable actor - I tried overriding the "ActorUsed" and a couple others - but then the item isn't picked up from the level LOL s I am missing some basic step

    Can you point me in the right direction?

    Thanks a ton!
    If you edit the Usable_Door actor you will want to fully override the OnActorUsed function. You will still need to setup the WasUsed logic you will find in the Parent Class Usable_Actor->OnActorUsed(). But now this will allow you to add your more advanced logic. (You can see in World_Actor how it interacts with the players inventory to pick up an item. You will probably want to make a "FindItem" type function in the InventoryManagerComponent to search for a key item and then check it's KeyID)

    You can add some simple variables like a Bool IsLocked/Lockable and then a Variable for a KeyID. Since the OnActorUsed function happens on the server you would simply want to just checked first if the door is locked. If it is then add logic to check the Inventory of the player who is using it (the PlayerController gets passed into the OnActorUsed function so you know who is using it. Simply cast to YourPlayerController to access the InventoryComponent) to see if they have a key item with that ID.

    All in all it should be pretty basic to setup. I would suggest just getting basic functionality working then you can dive into making it so the player can lock/unlock/relock the door or consuming the key on use, etc.

    Hope that helps give you some ideas
    Last edited by Pirate; 12-07-2016, 03:54 PM.

    Leave a comment:


  • replied
    Originally posted by dazuk1978 View Post
    [MENTION=39476]Pirate[/MENTION] : Hi. Recent purchaser, just trying to get to grips with the system.

    I followed your migration video to the letter. Was slightly disappointed you skipped over a couple of bits but no big deal once I'm familiar with the system I can integrate those bits.
    However, Everything seems to be working, no errors on load anymore or anything else BUT when I mouse over the usables in the editor content browser I get this:
    [ATTACH=CONFIG]120521[/ATTACH]

    As I say, everything seems to work despite that spamming on the main window but I'm sure it can't be good!
    I know it'll be hard for you to say seeing as you don't know what I've done but I will say I followed your video and I used my own controller that I migrated the inventory logic over to, so I did all those bits too.

    I can place the usables in the world and open them (pots are empty, but they're supposed to be right?), skeleton's have items I can loot and wear etc all working great.

    Thx for any help you can give.

    Daz
    Inside the World_Actor the construction script basically takes the Item "ID" and reads from the data table to know what to set the mesh to.
    It seems the editor is triggering the construction script of the Actor when simply mousing over it in the editor. Are you using 4.14?

    Since the ID variable in the World_Actor is set by default to None and there is no item in the DataTable with an ID of None it is just printing the debug print strings I added to help people who created new items and maybe didn't make the ID's match up or forgot to assign a mesh. So they would know what the problem was when the items weren't working when dropped.

    I would suggest simply removing those debug print string from inside of the World_Actor or even better create an Item with the ID of "None" in your DataTable and just give it the good old sexy catbox mesh XD.
    Last edited by Pirate; 12-07-2016, 03:44 PM.

    Leave a comment:

Working...
X