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  • replied
    Hi there,

    I searched the thread but without success so here's my question: I would like to make sure that some of my weapons are equipable either on the main-hand or on the off-hand (both hands), i've tried some hacks but it doesn't work. Is there a relatively simple and effective solution or any suggestion ?

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  • replied
    Originally posted by OverRated_AU View Post

    what do you mean by dynamic?
    Originally posted by OverRated_AU View Post

    Save the dynamic inventory item stats when loading update the dynamic data from the saved array.
    I don't know, it's what you wrote :3, i made alot of stuff but really still can't get Durability made in the right way I hope you can point me to what and where it should be done

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  • replied
    Hey all,
    there's a small annoyance with the inventory system I'm trying to improve, namely when I loot a container and right click the top most item and then right click again a bit to fast, the second click doesn't register because the ui didn't remove the first entry yet. this is most noticable when you have a long loot list. Adding a loot all button solves the problem partially but I was still wondering if anyone had an idea how to improve the reaction time of the ui. I was also wondering if an input buffer would work for such a case ?

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  • replied
    Originally posted by Cmcginn View Post

    Your talking a bunch of work there, then you get a separate array, duplicate/change several functions to work with that array ( ex, get item, add item, remove/add stack etc). lots work.
    ah i see...i will try to figure it out on my own

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  • replied
    OverRated_AU hi, can you help with a bug with the system regarding weapons (the weapon_actor and it's childs)

    i'm not sure why this is happening but when i create a child of weapon_actor for the simple axe and set it in the itemlist, and then i try to compile, i get a warning saying that spawnactor failed because we are running a constructionscript

    however when i look at the simpleaxe item, there is no construction script besides the "from parent" node, so i look at the weapon_actor and the "from parent" node has been deleted, so there should not be a construction script and this error should not appear.

    the world_actor however, does have a construction script but as the weapon_actor has deleted the "from parent node", it should be an issue.

    right now im not sure why this happening. can you please check

    i tried throwing other weapons and it also seems that this is unique to the simple axe and im not sure why this is happening...

    thanks

    edit: i found out it's because tandy is spawning with a weapon and it's part of the construction script.

    since weapons are now actors instead of just meshes and UE made it so that you cannot spawn actors in the construction script anymore, it is always failing to spawn and therefore gives an error...

    is there a way to make it work?
    Last edited by tidiii; 05-09-2020, 07:14 AM.

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  • replied
    Originally posted by tidiii View Post

    yea. alot of games have it now. a separate inventory for those crafting mats. like ff14..ect..ect
    Your talking a bunch of work there, then you get a separate array, duplicate/change several functions to work with that array ( ex, get item, add item, remove/add stack etc). lots work.

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  • replied
    Originally posted by Cmcginn View Post

    Not sure i understand what you mean by separate inventory for mats? Mats like metal, ore, etc would just be inventory items.
    yea. alot of games have it now. a separate inventory for those crafting mats. like ff14..ect..ect

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  • replied
    Originally posted by tidiii View Post

    i was just trying to make the weapon...hit something so that i can do stuff like dmg...

    i found out that the problem is not me but UE. basically you need to pull the overlap event off the weapon reference and not use the green boxes

    since you're replying, are you able to do a separate inventory for crafting mats only since you're making a crafting system =D
    Not sure i understand what you mean by separate inventory for mats? Mats like metal, ore, etc would just be inventory items.

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  • replied
    Originally posted by Cmcginn View Post

    I have never tried to bind onbeginoverlap. Not even sure if it works with those overlap functions, those may already be bound from within the system. . Sorry, not good at event dispatchers at all. What are you trying to do with it?
    i was just trying to make the weapon...hit something so that i can do stuff like dmg...

    i found out that the problem is not me but UE. basically you need to pull the overlap event off the weapon reference and not use the green boxes

    since you're replying, are you able to do a separate inventory for crafting mats only since you're making a crafting system =D

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  • replied
    Originally posted by tidiii
    can anyone help me?

    no matter what i do, the reference to mainhandweapon overlap event doesn't work.

    i have even added a capsule collision and made it the root on the weapon actor and it still doesnt work.
    I have never tried to bind onbeginoverlap. Not even sure if it works with those overlap functions, those may already be bound from within the system. . Sorry, not good at event dispatchers at all. What are you trying to do with it?

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  • replied
    I've had this asset pack for a couple of months now when EPIC were giving it away. I have tried to set it up but no luck there!

    Does anyone know how to setup the ACTION RPG inventory system from Market Place? I am using a third person template for a first person shooter and I do not have a character controller which should make it easier. If anyone could shed some light on this I would be eternally grateful!

    Cheers! Glyn.

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  • replied
    edit: nvm. it was UE fault
    Last edited by tidiii; 04-29-2020, 06:21 PM.

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  • replied
    Originally posted by OverRated_AU View Post


    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.
    I think i see what your saying. Interesting. Thanks

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  • replied
    Originally posted by OverRated_AU View Post


    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.
    the thing is that alot of the variables are local variables and the inventories for containers are local too...which is giving me some problems and i just looped the function and it worked.

    also do you know why i cant seem to get any overlap events from the mainhandweapon reference?

    i did a search and it is now spawning the actor, so it should overlap but it doesn't.

    i checked the weapon_actor and it seems that collision is set to ignoreall on default, so i set it to overlap all but nothing happens.

    i also checked the weapons, the axe, dagger and sword and they all have a physics asset in their skeleton so i have no clue why they are not overlapping...

    please help
    Last edited by tidiii; 04-27-2020, 06:40 PM.

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  • replied
    Originally posted by tidiii View Post

    can you explain why i should never loop? i don't understand why i should never loop.

    also if i dont loop, how am i going to get all of the items in the container/inventory?
    even if i make it myself, i would do a loop and then add it all to the inventory...

    if possible, can you show an example or an alternative to the code?

    You can loop to get the items thats fine just don't loop to add them because you will be calling these functions over and over which is just bad, instead you should code some logic to check your Inventory and handle the TakeAll as a single function.

    Leave a comment:

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