Announcement

Collapse
No announcement yet.

Action RPG Inventory System

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

  • replied
    Originally posted by Pirate View Post
    You will want to look at the ToolTip events on the InventoryManagerComponent Event graph. You will need to create new logic for comparing two items, but if you study how it reads and creates the current tooltip and sends it to the client you will see it's very simple. This should get you started in the right direction for adding your own event where you can have it compare an item based on the equipment slot of that item's equipment type.
    Thank you kindly for your prompt answer!
    I'll have a look into the components

    Another question, if you don't mind: I created another, custom, loottable and overrode (? ) the function for getting the item list in the respective Blueprint "Loot_Skeleton_Custom". It gives me an error about an endless while loop in its parent BP "Loot_Actor"...
    Shouldn't overriding the functions get rid of interfering with the parent class? O.o Kinda lost here..

    Thanks in advance

    Leave a comment:


  • replied
    Originally posted by Abaris919 View Post
    INSANE work, Vanguard Interactive <3
    Bought it in the current sale (what a timing!) and am satisfied to bits 5*

    Currently wrapping my mind around the entire logic, which will take time.... could you in the meantime guide me to where/how to implement a "get currently equipped item stats", so I can break that info into the tooltip UMG ?

    Edit: to clarify, I'm trying to compare, let's say, an item in the inventory to the already equipped item in the respective slot.
    So far, I'm only able to reproduce the tooltip for the item that's hovered over.

    Many thanks in advance, and thank you for this piece,

    Abaris
    You will want to look at the ToolTip events on the InventoryManagerComponent Event graph. You will need to create new logic for comparing two items, but if you study how it reads and creates the current tooltip and sends it to the client you will see it's very simple. This should get you started in the right direction for adding your own event where you can have it compare an item based on the equipment slot of that item's equipment type.

    Leave a comment:


  • replied
    Originally posted by Smartay View Post
    How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first
    I would say the majority of the time would be spent designing the new UI window. Hooking up the Inventory slots to this new UI window instead of using the Equipment or Inventory windows is very basic blueprinting. There are only a few functions that are cleanly labeled and easy to understand for all skill levels in the InventoryManagementComponent that would need to be updated to reference your new UI Window when it generates the UI Slots instead of the Inventory Window.

    Leave a comment:


  • replied
    INSANE work, Vanguard Interactive <3
    Bought it in the current sale (what a timing!) and am satisfied to bits 5*

    Currently wrapping my mind around the entire logic, which will take time.... could you in the meantime guide me to where/how to implement a "get currently equipped item stats", so I can break that info into the tooltip UMG ?

    Edit: to clarify, I'm trying to compare, let's say, an item in the inventory to the already equipped item in the respective slot.
    So far, I'm only able to reproduce the tooltip for the item that's hovered over.

    Many thanks in advance, and thank you for this piece,

    Abaris
    Last edited by Abaris919; 12-02-2016, 12:48 PM. Reason: clarification

    Leave a comment:


  • replied
    How difficult would it be to take the inventory item and character sheet out of the game and into its own menu screen.? I am hiring a developer to do this but wondered how long roughly and what would be involved? the idea would be to have a saved loadout reading from an external db however I think we agreed to get it reading from a data table first

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    Is there a hack to enable physics for loot items, and still have them clickable?
    If you move the USE raycast from server to the client and pass to the server the item the player is trying to use. This will sort any issues where physics drops an item differently for the player and the server.

    Leave a comment:


  • replied
    Is there a hack to enable physics for loot items, and still have them clickable?

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Yes there are many plugins available to make interacting with a database through blueprints easy. You just need to understand basic database design and blueprinting.

    I have toyed around with the idea of creating a code project that I would sell outside of the marketplace that features a lot of this stuff setup.
    But I would not make it an "MMO" kit and I would not offer support for people trying to make an MMO with it.

    Instead it would be more like a Arma/Rust/Ark type persistance framework kit where each server can read/write data to it's own database so you can have persistence in multiplayer.
    strangely enough this it on my 'to do' list for our game. I haven't yet started the design of the database but tbh the inventory stuff is already kind of mapped out for me so shouldn't be hard at all to implement this side of it.. It's all the other 'stuff' that we have to think about to be able to make the game persistent.

    We have pretty much built our game around the inventory system.

    I have to say that Pirates Social System is probably the best on the marketplace..yes we could probably of done it ourselves but why re-invent the wheel when there's a perfectly good one already there!

    We are currently looking at having a voice chat solution....even thinking about it makes my head hurt lol...session nodes etc...

    Leave a comment:


  • replied
    I did that, but the problem is still there...

    Leave a comment:


  • replied
    Originally posted by Killerzwerg View Post
    Hey,
    where can I find the Patchnotes?

    I have copied my project to 4.14, 2 Days ago and a few hours ago, it got a new Update, is it maybe because of this last error?
    [ATTACH=CONFIG]118675[/ATTACH]
    I can´t find where the problem is located (all other I have found)

    Just update the node as it was changed in 4.14 and it can be found in the HUD blueprint from memory.

    Leave a comment:


  • replied
    Originally posted by Killerzwerg View Post
    Hey,
    where can I find the Patchnotes?
    https://forums.unrealengine.com/show...l=1#post623996

    Leave a comment:


  • replied
    Hey,
    where can I find the Patchnotes?

    I have copied my project to 4.14, 2 Days ago and a few hours ago, it got a new Update, is it maybe because of this last error?
    Click image for larger version

Name:	ue4error.png
Views:	1
Size:	3.9 KB
ID:	1118838
    I can´t find where the problem is located (all other I have found)

    Leave a comment:


  • replied
    Yes there are many plugins available to make interacting with a database through blueprints easy. You just need to understand basic database design and blueprinting.

    I have toyed around with the idea of creating a code project that I would sell outside of the marketplace that features a lot of this stuff setup.
    But I would not make it an "MMO" kit and I would not offer support for people trying to make an MMO with it.

    Instead it would be more like a Arma/Rust/Ark type persistance framework kit where each server can read/write data to it's own database so you can have persistence in multiplayer.

    Leave a comment:


  • replied
    We have the MMO-kit and it's a nice kit. As a learning project for people new to UE4 and interested in MMO games, it's probably the best out there.

    However, it hues to convention and we quickly determined that its framework would not be suitable for our game. For example, our quest system does not follow current convention at all.

    It has proved much more productive to build our systems from scratch.

    If we don't run across a positional voice chat solution, we're going to use the MMO-Kit's separate chat server but in that case we are almost certain to use Pirate's Social System front end.

    The central pivot of our game at this point is the ARPGIS, though we have extended the internals considerably, and nearly every system we have interacts with it in some way.

    Leave a comment:


  • replied
    I know of people who have replaced the MMO kit with the ARPGIS but all you are really left with in the MMO kit is it's VaRest example code and a bit of quest logic. Might be worth to port features from the MMO Kit into the ARPGIS demo. I can't provide support for issues relating to the MMO kit though.

    Leave a comment:

Working...
X