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    We know about the problem when dragging the UI off screen it seems to break it, but it also breaks when dragging one UI on top of another, I haven't had time to play around with it yet but thought i would bring it to light.

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      Originally posted by OverRated_AU View Post
      We know about the problem when dragging the UI off screen it seems to break it, but it also breaks when dragging one UI on top of another, I haven't had time to play around with it yet but thought i would bring it to light.
      Ok great, I'll make sure it's in the update.
      \\VANGUARD INTERACTIVE

      Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
      Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
      Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

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        fix* hhaha. I didn't think the controls were that bad
        lol that's why I said "fix", it's definitely not bad!
        Just know that some people like to change the camera style and it's done super cleanly, and with the video you guys made, SUPER easy.

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          I have done couple my own items like health etc and weapons. I have made like tutorial, and player pick-ups scifi knife and add it to inventory, but when try to move it to player hand it doesn't happen anything. Screenshot: https://gyazo.com/e372ae9334357bc6428ac3ef0a2fd1cc

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            If a player dies in multiplayer, does his inventory become available for pick up by other players? If not, I'm sure it would be easy to just add an event on death to drop a container that holds all of the player's inventory. I guess I'm going towards a more PVP survival type of inventory where players can loot each other.

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              Originally posted by tero83 View Post
              I have done couple my own items like health etc and weapons. I have made like tutorial, and player pick-ups scifi knife and add it to inventory, but when try to move it to player hand it doesn't happen anything. Screenshot: https://gyazo.com/e372ae9334357bc6428ac3ef0a2fd1cc
              Can you please show me the item properties in the ItemList and what the weapon skeletal mesh looks like in the asset preview viewport window.

              Originally posted by ToxinGaming View Post
              If a player dies in multiplayer, does his inventory become available for pick up by other players? If not, I'm sure it would be easy to just add an event on death to drop a container that holds all of the player's inventory. I guess I'm going towards a more PVP survival type of inventory where players can loot each other.
              You can see on the NPCs how using the Equipment Inventory on a Character class with the Inventory Interface makes it easy to loot them.

              You would just need to do this for the Player by moving the EquipmentInventoryComponent (named PlayerInventoryComponent) in the Controller class To the Character class.
              Then you add an InventoryInterface to it so you can setup an OnActorUsed() that allows players to interact with the inventoy when that player is dead.

              I will do a quick tutorial showing how to set it up tonight.
              \\VANGUARD INTERACTIVE

              Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
              Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
              Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

              Comment


                Originally posted by Pirate View Post
                You will have to update the cast from InventoryPlayerController to your own controller in some of the Usable blueprints and also the InventoryManager and UI Blueprints.
                Also I would recommend changing your character class to use the EquipmentCharacter as it's base that way you don't have to manually move the player equipment setup into your own character if you don't want to right away.


                I will be releasing a video later this evening that will go over the merge steps.

                I'm very attached to my character class and controller. Will your video focus on merging your content into existing classes?

                WIP Thread

                Comment


                  Originally posted by Rhynedahll View Post
                  I'm very attached to my character class and controller. Will your video focus on merging your content into existing classes?
                  The video will merge the Inventory System and example content into a new Third Person Project.
                  This should give everyone a good overview of how you would hook up your own projects character and controller to use all the content out of the box.

                  I will also be uploading a 2nd merge video this weekend/next week that will cover merging the Inventory System into the Multiplayer TopDown Kit that is out on Feb. 10th.
                  Since the TopDown Player Controller has it's own logic for usable actors it will skip that part and it has a few similar textures and assets (Door, Wood, Etc) so it will also cover merging cleanly and replacing duplicate content.


                  The Player Character class only includes what is needed for the Inventory system to work that why it's great to just re-parent to it. But it is easy to to move it into your own character as it's mostly just Skeletal mesh variables to equip and replicate equipped meshes. You will need to make minimal changes to the EquipmentInventoryComponent. I will make this a separate tutorial and give an overview about equipment inventories and how to add/remove equipment slots.
                  Last edited by Pirate; 01-28-2016, 06:01 PM.
                  \\VANGUARD INTERACTIVE

                  Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                  Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                  Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                  Comment


                    I wasn't able to get one of the new tutorials uploaded tonight but I will upload it first thing tomorrow.

                    To recap I will be adding the following tutorials over tomorrow and Saturday.
                    - Changing Item Properties - (example will change the Amount / MaxStackAmount from BYTE to INT and show where in the code you need to update your Item Struct changes)
                    - Player Looting - (Moving the Player's EquipmentInventoryComponent from the PlayerController to the PlayerCharacter)
                    - Merging the Inventory System - ( Merge with example content into a new/existing project using the TPP as a base)

                    And these additional tutorials next week
                    - Character Equipment customization - (Changing equipment slot amounts and migrating the needed Character Class changes into your own character (if you don't want to parent to the EquipmentCharacter)
                    - Overview of the network and Item design - (To help people understand and extend the Inventory System)
                    - Merging the Inventory System into the Multiplayer TopDown Kit - (MPTopDownKit will be released Feb 10th.)


                    As well as working on the 1.1 Update for early next week that will include the following
                    - Changing Item Amount & MaxItemAmount from BYTE to INT
                    - Prevent widgets from being able to be dragged off screen
                    - Show ToolTip offset from Cursor Position
                    - Update the HotBar to show the amount of that ItemType you have in your inventory.
                    \\VANGUARD INTERACTIVE

                    Marketplace - Action RPG Inventory System | Multiplayer TopDown Kit | Advanced Social System
                    Multiplayer TopDown Kit Tutorials - Merging The Action RPG Inventory System | Removing the Fog of War
                    Action RPG Inventory Tutorials - Merging Into Your Project | Adding New Items | FPS Controls w/ UI Mode Toggle

                    Comment


                      Originally posted by Pirate View Post
                      You will have to update the cast from InventoryPlayerController to your own controller in some of the Usable blueprints and also the InventoryManager and UI Blueprints.
                      Also I would recommend changing your character class to use the EquipmentCharacter as it's base that way you don't have to manually move the player equipment setup into your own character if you don't want to right away.


                      I will be releasing a video later this evening that will go over the merge steps.

                      Looking forward to this.

                      There's a lot of nodes to root through to ensure everything is using my existing controller, character, and HUD references. It would be nice to see you step through it and hopefully I'll figure out what I'm missing.

                      Comment


                        After a lot of cursing, and rooting around, I was finally able to get all instances of Amount byte switched over to Integers. So I can now give out more cash. I then created a new item that, like the single coin item, gives money. I cannot, however, figure how to have it give me more than 1 gold. Anyone else figure out how to change that? Altering the item list to a higher amount number does not seem to work. I've also (somewhat) successfully added a custom highlighter that changes the outline color to gold if it is money. I may try to integrate it into rarity. Next step will be getting rid of the crosshair and having the system work via mouseover events and/or collision for ease of use; like the Action RPG Inventory w/ MP TopDown Kit Video.

                        If anyone figures anything out, let me know. If I can get things figured out we can trade notes. Thanks again for all the help Pirate!
                        Last edited by The_Simon_Sez; 01-29-2016, 01:17 AM.

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                          Pirate, in a future update can you make the action bar its own inventory instead of being a shortcut to items in your inventory.

                          Dragging the UI off screen or on top of another UI seems crash it rather than just being place off screen you mite want to look into that.

                          Comment


                            Originally posted by OverRated_AU View Post
                            Pirate, in a future update can you make the action bar its own inventory instead of being a shortcut to items in your inventory.
                            That's probably not going to happen, as an action bar is meant specifically to be a shortcut to items in your inventory and skills.
                            But what do you mean exactly? Can you elaborate on that idea?

                            Originally posted by OverRated_AU View Post
                            Dragging the UI off screen or on top of another UI seems crash it rather than just being place off screen you mite want to look into that.
                            Originally posted by Pirate View Post
                            As well as working on the 1.1 Update for early next week that will include the following
                            - Changing Item Amount & MaxItemAmount from BYTE to INT
                            - Prevent widgets from being able to be dragged off screen
                            - Show ToolTip offset from Cursor Position
                            - Update the HotBar to show the amount of that ItemType you have in your inventory
                            Already on it lol

                            Comment


                              Originally posted by Demrok View Post
                              That's probably not going to happen, as an action bar is meant specifically to be a shortcut to items in your inventory and skills.
                              But what do you mean exactly? Can you elaborate on that idea?
                              Not necessarily in a lot of games the action bar is more classed as a belt inventory, this means items can be placed and scrolled though using the mouse wheel rather than referenced like skills are.
                              Last edited by OverRated_AU; 01-29-2016, 05:16 AM.

                              Comment


                                Played a bit more with it and tested on LAN, and it the system does work very well in multiplayer
                                I'm running into an issue though, When creating a new inventory item :
                                1- duplicating a helmet and changing it to 'mine' still keeps the same thumbnail of the blueprint actor.
                                2- I keep trying different settings but my skeletal mesh doesn't seem to go on the head socket. It's instead glitching at the skeletal base.
                                Any idea ?

                                Edit: I realized I didn't try the thumbnail map. However, trying it didn't work either. I'm sure the system works and I'm doing something wrong I just thought it might help myself and somebody else that might run into the same issues while waiting for the merge tutorial
                                Last edited by exphrasis; 01-29-2016, 06:40 AM.

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