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    Originally posted by OverRated_AU View Post
    this means items can be placed and scrolled though using the mouse wheel rather than referenced like skills are.
    Oh I see, you mean like a Monster Hunter-esque type inventory?
    Either way I don't think that's in the cards, since it is called Action RPG Inventory.

    But you can always hope!

    Comment


      Monster Hunter lol never played it, Well ether way ill have to change the inventory to my own needs but rather wait till all the bugs are fixed 1st.

      Comment


        Originally posted by exphrasis View Post
        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
        1.) This will be covered in the merge video. When the Blueprint Item is compiled, placed in the world or moved in the world it will run the construction script to load the item information from the master ItemList.
        So you will see the correct item in the world.. but the editor icon will show empty. or in your case the same as the one you duplicated. So you will have to go into the blueprint and assign the mesh of the item to the static mesh component. That will update the Item Blueprints Icon for the editor.

        2.) The equipment system uses a proper asset pipeline for game development. You will need to paint weights on the helmet to the unreal skeleton head bone. That's why you are seeing it at the feet (root bone) because it has no idea where it's supposed to be attached. The only items that use sockets are hand held and rings. Everything the character wears must be properly rigged for it to animate with the character. In some cases if your using very simple hats you can get a way for a socket but if you have more complex head items like hoods you will want the art to move with the player and not be statically attached.

        I can do a simple tutorial using Maya 2016 and the Unreal Maya Art tools to show how to paint basic weights onto a helmet and export it. It would be similar in Blender and 3DSMax.
        Please let me know if this is something you would like to see.
        \\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 chlballi View Post
          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!
          The Item Amount set in your World_Actor child blueprint should be the amount you pickup, I'll test that again to make sure it's not a bug.

          Also for the Multiplayer TopDown Kit mouse select.
          Both systems use the same UsableInterface so they have very similar logic in the PlayerController for the functions OnActorUsed(), GetUsableActor(), GetUsableActorFocus().
          The biggest difference in the MPTopDownKit is that we have setup a new TraceChannel called Clickable. This allows us to cast from the Mouse cursor (Look at the Unreal TopDown Project for a simple example of click to move) and only hit things we set to be clickable. Then we check to make sure the actor we hit implements the UsableInterface which lets us know that this item has the function OnUsed() (just like we do in the Inventory System).
          \\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 OverRated_AU View Post
            Monster Hunter lol never played it, Well ether way ill have to change the inventory to my own needs but rather wait till all the bugs are fixed 1st.
            Is it just the UI Dragging issue that's blocking you?
            \\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
              Is it just the UI Dragging issue that's blocking you?
              Ill wait till the next update to start changing things so its fine, i've just be trying to get my head around the layout of things at the moment, There seems to be more than one issue with dragging the UI, even dragging it back and forwards within the view port can crash it.




              I don't understand this "Single Player physics based item interaction" from what i know physics can be replicated on the server?

              As of 4.4.3, if you’re replicating actors whose movement depends on simulated physics, you’ll need to set their SkeletalMeshComponent.bEnablePhysicsOnDedicatedServer property to true. The standalone dedicated servers return true to IsRunningDedicatedServer(), which results in prevention of physics simulations for SkeletalMeshComponents that do not explicitly set the bEnablePhysicsOnDedicatedServer property
              Last edited by OverRated_AU; 01-29-2016, 01:53 PM.

              Comment


                Originally posted by OverRated_AU View Post
                Ill wait till the next update to start changing things so its fine, i've just be trying to get my head around the layout of things at the moment, There seems to be more than one issue with dragging the UI, even dragging it back and forwards within the view port can crash it.

                I don't understand this "Single Player physics based item interaction" from what i know physics can be replicated on the server?
                The inventory system does not support syncing physics over network because it's out of the scope of the inventory system and content. That is why it says Single Player physics based item interaction.

                You can turn it on but you will run into some dropped item location sync issues on clients.
                If you have a player drop an apple it will simulate physics on the server and client. If the clients apple rolls a little tiny bit different than the client won't be able to pick it up because the servers apple location is the real location. It will still highlight the apple and say "[E] Pickup Apple" but the Server is who checks to make sure everything is in order to prevent exploiting.

                You can sync physics on the server but that would not be a very efficient and out of scope of an Inventory System.
                Usually when you see physics in Multiplayer games it's things exploding and not relative to gameplay so they don't have to be synced to the exact location.
                \\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 would appreciate a tutorial on weight painting for equipment items, if you're still offering to do this.

                  Comment


                    Originally posted by OverRated_AU View Post
                    Ill wait till the next update to start changing things so its fine, i've just be trying to get my head around the layout of things at the moment, There seems to be more than one issue with dragging the UI, even dragging it back and forwards within the view port can crash it.
                    The issue is with some of the visibility settings reseting when you drag windows. That's why they are disappearing as they are not properly hitting something and calling the OnDrop() to add the window back to the viewport at the drop location when you release over other elements.

                    These UI visibility issues will be fixed in the first update and you can expect Epic to release the update sometime on Monday.

                    Originally posted by AlphaHemi View Post
                    I would appreciate a tutorial on weight painting for equipment items, if you're still offering to do this.
                    Yes I am happy to do it. I will try and have it out next week once I work through the other tutorials.
                    Last edited by Pirate; 01-31-2016, 01:16 AM.
                    \\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


                      Hi!

                      I would also like to know the proper way to add item to specific socket, we modeled a few items but the rest is still unknown to us.

                      We would also liketo know the proper way to delete items from a game. i tried deleting the demo items in the ITEMLIST that came with the project but that bugged the whole game to a point where it wouldn launch anymore. getting this error '' Error Infinite Loop detected in Loot_Actor , asserted during Set LocalItemIndex with the following Call Stack ''

                      Next, i would also like to know the proper way to remove equipment slots, we dont want to use a wow based template therefore ''back, rings, trinkets'' are not wanted in our game, we managed to disable the use of those items but the socket and the items themselves are still in there, when we try to remove the item, we get the problem forementioned. when we try to remove the socket in the UI and delete the socket slots in the BLUEPRINTS, the system bugs... things looted dont appear in the inventory anymore.

                      After that, were looking to parent specific npc to specific loot tables, we looked at the example demos of MUPPET but we cant figure out how hes connected to his loot table or how to change it. all we could do is add more items to his table but say i wanted to add loot tables to my current NPCs of my games, how would i do that.... how would i merge the system and loot tables to an already existing game.

                      And finaly, same question, but with containers. we dont mind starting with your example vases and then move to create our own lootcrates from there, but we would like to know how to parent specific loot tables to specific crates blueprints.


                      so much to be explained!
                      thanks!
                      Last edited by AftersunFPS; 01-29-2016, 03:16 PM.

                      Comment


                        Originally posted by aftersun View Post
                        I would also like to know the proper way to add item to specific socket, we modeled a few items but the rest is still unknown to us.
                        1. I realize the other inventory systems sort of copped out and only provided a head and chest socket in their examples which made it easy for people. I know it might be a bit complicated for non artists at first setting up items properly for equipment so I will be making a tutorial showing how to rig models to the unreal skeleton for proper usage. I am no expert rigger but it will cover the basics.

                        Originally posted by aftersun View Post
                        We would also liketo know the proper way to delete items from a game. i tried deleting the demo items in the ITEMLIST that came with the project but that bugged the whole game to a point where it wouldn launch anymore. getting this error '' Error Infinite Loop detected in Loot_Actor , asserted during Set LocalItemIndex with the following Call Stack ''
                        2. That sounds like an issue with the GetRandomLootItems() from the Loot_Actor. (The Demo NPC's use the same function name to quickly pull some random items from the loot list) It is set to loop until you get the specified amount of items between the min and max item values provided. If you have removed items it's probably stuck looping because it can't find enough items to meet it's requirement.

                        These content examples are supposed to give you some quick ideas how to use things so you can build your own functionality.


                        Originally posted by aftersun View Post
                        Next, i would also like to know the proper way to remove equipment slots, we dont want to use a wow based template therefore ''back, rings, trinkets'' are not wanted in our game, we managed to disable the use of those items but the socket and the items themselves are still in there, when we try to remove the item, we get the problem forementioned. when we try to remove the socket in the UI and delete the socket slots in the BLUEPRINTS, the system bugs... things looted dont appear in the inventory anymore.
                        3. I will be creating a tutorial that covers editing the Character and the Equipment Slots/Slot Types and changing the amount of slots the character uses.
                        This will also cover updating the UI to work with your changes. This tutorial should be available early next week.

                        Originally posted by aftersun View Post
                        After that, were looking to parent specific npc to specific loot tables, we looked at the example demos of MUPPET but we cant figure out how hes connected to his loot table or how to change it. all we could do is add more items to his table but say i wanted to add loot tables to my current NPCs of my games, how would i do that.... how would i merge the system and loot tables to an already existing game.
                        4. If you look in the Usable\Loot_Actor there is a function called GetLootList(). This has to be overridden in a child so you can assign a different datatable. As of 4.10 you can not save DataTable names as a variable so this is the work around until it's available in blueprint only. I am planning on making a c++ tutorial that will show you how to add DataTable variable support to the editor while we wait for Epic to fix this missing variable. If you look in Loot_Hero you can see it's overridden the GetLootList() and picked a different loot table.

                        Originally posted by aftersun View Post
                        And finaly, same question, but with containers. we dont mind starting with your example vases and then move to create our own lootcrates from there, but we would like to know how to parent specific loot tables to specific crates blueprints.
                        5. The Storage_Actor example is setup to simply be a basic storage container. To Create more loot type actors look at #4 and the Loot_Actor who has 2 child examples Loot_Skeleton and Loot_ Hero (uses a different lootList). Or look at the Demo/NPCs for some additional examples of ways you can generate an Inventory from DataTables.


                        Originally posted by aftersun View Post
                        Hi!
                        so much to be explained!
                        thanks!
                        I will do my best to help and keep providing new tutorials.
                        Last edited by Pirate; 01-29-2016, 04:06 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


                          You have a lot of work ahead of you

                          It's insanely appreciated though, and the tutorials you're making will be the lock and key you use to ensure your product is the only inventory being purchased. That will go a long way towards work you do with other marketplace items that make use of your inventory.

                          Comment


                            Originally posted by Zooch View Post
                            You have a lot of work ahead of you

                            It's insanely appreciated though, and the tutorials you're making will be the lock and key you use to ensure your product is the only inventory being purchased. That will go a long way towards work you do with other marketplace items that make use of your inventory.
                            I don't think it could be said better. I've been able to do quite a bit just monkeying with it, but the tutorials will be the icing on the cake. Kudos!

                            Comment


                              Originally posted by Zooch View Post
                              You have a lot of work ahead of you

                              It's insanely appreciated though, and the tutorials you're making will be the lock and key you use to ensure your product is the only inventory being purchased. That will go a long way towards work you do with other marketplace items that make use of your inventory.

                              That not really needed seeing this inventory is the only component inventory on the marketplace.

                              But i would like a run down video of how this was setup it will help people understand more on how to change things as well.

                              Comment


                                thanks a lot for your answers ! Indeed I wondered if I had to skin it but I thought there would be a quicker 'dirty ' way for grey-box purpose.

                                Another tutorial that would be very awesome is how to get stats or where to find which slot is equipped with what to then create actions. IE: get the intelligence from the magic hat, and being able to send this to a different blueprint, like 'if intelligence on chara total= 10+, then mana bar = 100 or something. Hope that makes sense.

                                I'll also second what others have said, this is a really good system and probably why you're getting so many inquiries and questions You could really use that system in a lot of different types of games.

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