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  • replied
    Originally posted by Pirate View Post
    Can you send me a support email and we can cover more topics in depth. I'll also be available this weekend to skype for a bit if you'd like to pick my brain.

    I would really appreciate any of your time. I'll send you an email within the next day.


    Originally posted by Pirate View Post
    I didn't notice it before my phone viewing the forums makes it hard to see images. You don't need the IMC cast. Just plug it directly into the TryToAddItem target node.


    Also does your print string trigger? And does it say Server: or Client#: before your string you are outputting?

    I revised my attempts on this entirely, based on the logic used to load inventories on initialisation.





    So, this works. When called, this event will add items/currency and I can customise it with a list of what I want to add, and even using a filter to make multiple lists and choose which one to use or use a variable to filter - like class specific items even.


    For the print string, it does not say either "Server:" or "Client#:" before the string, just the string itself.
    Attached Files

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post
    [IMG]http://i.imgur.com/nDvgv5d.png[/I okMG]
    I'm definitely not doing this right. =/ How do I make this work?
    I didn't notice it before my phone viewing the forums makes it hard to see images. You don't need the IMC cast. Just plug it directly into the TryToAddItem target node.

    Also does your print string trigger? And does it say Server: or Client#: before your string you are outputting?

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post
    Yes, that's the intent.



    How would I go about doing any of this? These statements are really vague. I tried looking at the inventory widget and I don't see or understand how I could even loop or filter anything. "Set up logic here" I mean? What logic? Sorry, I don't understand how to go about following this advice, solid as it clearly is.
    Can you send me a support email and we can cover more topics in depth. I'll also be available this weekend to skype for a bit if you'd like to pick my brain.

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post
    Yes, that's the intent.



    How would I go about doing any of this? These statements are really vague. I tried looking at the inventory widget and I don't see or understand how I could even loop or filter anything. "Set up logic here" I mean? What logic? Sorry, I don't understand how to go about following this advice, solid as it clearly is.
    Why are you casting to the inventory component from the inventory component? you need to cast to the player controller then get the IMC from there if accessing from actor.

    In the Inventory hud theres an array of inventory slots widget these are is what you'll need to loop though to do your checks.

    Leave a comment:


  • replied
    [MENTION=39476]Pirate[/MENTION] Could I have some help with the icons? When I follow the tutorial, I do not get the "capture thumbnail" option.

    Leave a comment:


  • replied
    Okay so i testing now a trace channel, and then on success apply damage. Next i will try to make a trace from a weapon skeleton socket, with a tiny continuously sphere trace. The thing is that i cannot use a target based damage mechanic, since the player can hit without targeting.



    Click image for larger version

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    Update
    Now with weapon socket trace, so not sure how good this approach is, still curious how others do melee weapons with skeletal meshes

    Last edited by unit23; 11-08-2016, 04:47 PM.

    Leave a comment:


  • replied
    Is there any recommendation for implementing functional melee weapons? Right now i would attach a collider on AddItem if Main-Hand slot is true, but scaling and positioning seems difficult, and you cannot add colliders directly from within Skeletal Mesh editor?

    Thus, I thought to use static meshes for the main hand at least, positioning via hand/gun socket on the base skeleton.

    Any ideas, would appreciate some input before i begin to tackle this. Thanks

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Those are just warnings that happen on initialization of the Inventory array. In 4.12 (maybe 4.11) they added a bunch of new warnings and I believe that's when they started showing up. It's nothing to worry about it's just a warning when you are dynamically adding to an array. I suspect it will be removed as a warning again in future engine updates.
    Thanks for clarify that, I was worried it will slow my game.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Are you running your logic as the server?
    Yes, that's the intent.

    Originally posted by Pirate View Post
    Merchants and vending machines just involve setting up a UMG UI window and logic which should extend off OnUsed interface on ether the NPC or world actor.


    Creating a filter is simple do it within the inventory widget and simply loop your inventory items and match your filter name with the item type of each item collapsing and showing the items matching.
    How would I go about doing any of this? These statements are really vague. I tried looking at the inventory widget and I don't see or understand how I could even loop or filter anything. "Set up logic here" I mean? What logic? Sorry, I don't understand how to go about following this advice, solid as it clearly is.
    Last edited by SlightlyLive; 11-07-2016, 07:41 PM.

    Leave a comment:


  • replied
    Originally posted by blackdude View Post
    I don't know if it's a problem or not but every time I get a crash report it filled with this errors



    As you can see I add a lot more equipment slots but I have no idea why this error appear.
    All slots work fine by the way.
    Those are just warnings that happen on initialization of the Inventory array. In 4.12 (maybe 4.11) they added a bunch of new warnings and I believe that's when they started showing up. It's nothing to worry about it's just a warning when you are dynamically adding to an array. I suspect it will be removed as a warning again in future engine updates.

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post

    I'm definitely not doing this right. =/ How do I make this work?
    Are you running your logic as the server?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Hi, Yes you can add items to the inventory using TryToAddItemToInventory function from the inventory manager.

    I'm definitely not doing this right. =/ How do I make this work?

    Leave a comment:


  • replied
    Originally posted by SlightlyLive View Post
    A few questions, if some folks could help answer them.

    1) Is there a way to add items to player's inventories through an event separate from containers?
    2) How would one go about using this inventory system to set up a vendor NPC? I've seen a few comments it would be easy, I'm not sure where I would begin.
    3) What logic would need to be applied to filter or create separate windows for items based on category? Say when you open the player inventory, you can choose from consumables, key items, etc?

    I know some of these questions might be more involved, but I'm really interested in learning more.
    Hi, Yes you can add items to the inventory using TryToAddItemToInventory function from the inventory manager.

    Merchants and vending machines just involve setting up a UMG UI window and logic which should extend off OnUsed interface on ether the NPC or world actor.

    Creating a filter is simple do it within the inventory widget and simply loop your inventory items and match your filter name with the item type of each item collapsing and showing the items matching.


    [MENTION=319904]blackdude[/MENTION] from those errors it seems your inventory and Inventory slot arrays do not match meaning some of your inventory slots won't work correctly.

    Leave a comment:


  • replied
    I don't know if it's a problem or not but every time I get a crash report it filled with this errors

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [14/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [15/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [16/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [17/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [18/0]!

    [2016.11.06-10.56.49:795][166]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [19/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [20/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [21/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [22/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [23/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [24/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [25/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [26/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [27/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [28/0]!

    [2016.11.06-10.56.49:811][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [29/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [30/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [31/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [32/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [33/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [34/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [35/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [36/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [37/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [38/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [39/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [40/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [41/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [42/0]!

    [2016.11.06-10.56.49:812][167]LogScriptCore:Warning: Attempted to get an item from array Inventory out of bounds [43/0]!
    As you can see I add a lot more equipment slots but I have no idea why this error appear.
    All slots work fine by the way.

    Leave a comment:


  • replied
    A few questions, if some folks could help answer them.

    1) Is there a way to add items to player's inventories through an event separate from containers?
    2) How would one go about using this inventory system to set up a vendor NPC? I've seen a few comments it would be easy, I'm not sure where I would begin.
    3) What logic would need to be applied to filter or create separate windows for items based on category? Say when you open the player inventory, you can choose from consumables, key items, etc?

    I know some of these questions might be more involved, but I'm really interested in learning more.

    Leave a comment:

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