Announcement

Collapse
No announcement yet.

Action RPG Inventory System

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

  • replied
    HI,

    I am trying to do a simple delete of an item from my inventory... only it isn't so simple. I can add an item no problem with trytoadditemtoinventory.
    I made a new function from this one and tried setting the localitemamount to -1 but that didn't work.

    So then I tried this:

    Click image for larger version

Name:	removeitem.png
Views:	1
Size:	90.3 KB
ID:	1109193

    Can someone give me a clue?

    Thanks,

    Arthur

    Leave a comment:


  • replied
    Originally posted by KrunkFu View Post
    Makes sense. I forgot your game is multiplayer. Thanks for the quick reply. I just starting looking through this inventory to figure out how it works. There is a lot to figure out lol.
    Its fairy simple and its logic is very clean so its good to learn off took me about a week to pickup, but i was also learning how blueprint worked as well at the same time, there are a lot of other assets out there that are very badly scripted i recommend this for beginners.

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post
    Because i didn't want to waste bandwidth sending data thats isn't used, its a waste and you should always only send what is needed.
    Makes sense. I forgot your game is multiplayer. Thanks for the quick reply. I just starting looking through this inventory to figure out how it works. There is a lot to figure out lol.

    Leave a comment:


  • replied
    Originally posted by KrunkFu View Post
    [MENTION=190677]OverRated_AU[/MENTION] I noticed you created a struct called WorldItemData which has a lot of the same data as InventoryItemData. Is there a reason you didn't just add the extra data to the InventoryItemData struct?
    Because i didn't want to waste bandwidth sending data thats isn't used, its a waste and you should always only send what is needed.

    Leave a comment:


  • replied
    [MENTION=190677]OverRated_AU[/MENTION] I noticed you created a struct called WorldItemData which has a lot of the same data as InventoryItemData. Is there a reason you didn't just add the extra data to the InventoryItemData struct?

    Leave a comment:


  • replied
    I got it working for the most part. The helmets still dont fit but thats a proportion issue. The orientation of the bones was the issue.

    Click image for larger version

Name:	progress2.jpg
Views:	1
Size:	89.9 KB
ID:	1109184

    Leave a comment:


  • replied
    Originally posted by KrunkFu View Post
    I added my own character skeletal mesh/rig and now all the equipment no longer applies to the character the right way. I'm not really sure how to go about fixing this since I've always used sockets to attach things and this system doesnt do that. The rig I'm using is a slightly modified version of the ue4 rig.

    [ATTACH=CONFIG]99445[/ATTACH]

    I think this is a problem caused by the joint orientation.
    if your using a modified version of the unreal skeleton you will have export and re-rig all the equipment items to your skeleton your using, for the weapon just add a socket using the name mainhand.

    Leave a comment:


  • replied
    I added my own character skeletal mesh/rig and now all the equipment no longer applies to the character the right way. I'm not really sure how to go about fixing this since I've always used sockets to attach things and this system doesnt do that. The rig I'm using is a slightly modified version of the ue4 rig.

    Click image for larger version

Name:	EquipmentBroke.jpg
Views:	1
Size:	50.6 KB
ID:	1109107

    I think this is a problem caused by the joint orientation.
    Last edited by KrunkFu; 06-27-2016, 05:02 PM.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    Oh, make sure you are doing this on the server you should be able to iterate through the array with no issue. If you are doing it on the client the array will be empty as the items exist on the server.
    Thanks. This works.

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    This is helpful, but it only goes back to the "add the number of equipment slots to the number of backpack slots" plan, which appears to be my most straightforward option at this point.

    I need to iterate through the entire Inventory Item array so that I can send the item ids (and perhaps some other things such as item quality, condition, and so forth) through a socket to a server which will in turn relay the inventory to MySQL and back again when necessary.

    I had presumed that there would be a simple way to determine the number of items in the array without knowing anything about the array itself. I take it that this is not possible?
    Oh, make sure you are doing this on the server you should be able to iterate through the array with no issue. If you are doing it on the client the array will be empty as the items exist on the server.

    Leave a comment:


  • replied
    Originally posted by Pirate View Post
    To get the number of the first inventory starting slot (after the allocated equipment slots) simply use get number of entries in EquipmentSlots and that will return the number you want to start your first backpack slot with.

    [ATTACH=CONFIG]99415[/ATTACH]
    If you have not modified the Equipment Slots this node will return 14 because the Equip slots are 0-13.
    This is helpful, but it only goes back to the "add the number of equipment slots to the number of backpack slots" plan, which appears to be my most straightforward option at this point.

    I need to iterate through the entire Inventory Item array so that I can send the item ids (and perhaps some other things such as item quality, condition, and so forth) through a socket to a server which will in turn relay the inventory to MySQL and back again when necessary.

    I had presumed that there would be a simple way to determine the number of items in the array without knowing anything about the array itself. I take it that this is not possible?

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    I've worked at this for a week or so but have not been able to come up with an answer.

    The value reported by the length node, the tooltip of which says "Get the number of items in an array.", always shows zero for the Inventory Item Array in the editor.

    The inventory is working properly in game.

    I know that I can get a hack number by adding the number of Equipment slots to the number of backpack slots and use that as an iterator, but how can I programmatically derive the number of slots in the Inventory Item Array?
    To get the number of the first inventory starting slot (after the allocated equipment slots) simply use get number of entries in EquipmentSlots and that will return the number you want to start your first backpack slot with.

    Click image for larger version

Name:	GetEquipSlotCount.jpg
Views:	2
Size:	130.7 KB
ID:	1109086
    If you have not modified the Equipment Slots this node will return 14 because the Equip slots are 0-13.

    Leave a comment:


  • replied
    I've worked at this for a week or so but have not been able to come up with an answer.

    The value reported by the length node, the tooltip of which says "Get the number of items in an array.", always shows zero for the Inventory Item Array in the editor.

    The inventory is working properly in game.

    I know that I can get a hack number by adding the number of Equipment slots to the number of backpack slots and use that as an iterator, but how can I programmatically derive the number of slots in the Inventory Item Array?

    Leave a comment:


  • replied
    Originally posted by Control View Post
    has anyone implemented this into generic shooter project?
    No and i wouldn't recommend any one even using that as its a right mess.

    Leave a comment:


  • replied
    Originally posted by Control View Post
    has anyone implemented this into generic shooter project?
    im trying to

    Leave a comment:

Working...
X