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FPSC Classic Scripts / Inventory

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Gamer X
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Posted: 19th Jul 2008 16:41
I would like to get all of you on the forums to give an opinion on having a series of Scripts and HUDs that will act as an Inventory.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
xplosys
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Posted: 19th Jul 2008 16:52
With the latest addition of variables to the engine, an inventory system is not only possible, but simple. Are you asking if we would like you to come up with one?

Best.

Gamer X
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Posted: 19th Jul 2008 16:58 Edited at: 19th Jul 2008 16:59
I would, but I already have made them and will post them later on. I just want to know if you all would really want them.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
Hybrid
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Posted: 19th Jul 2008 16:59
I have done something like this with weapons, but you cannot, make many huds apear with different scripts.

xplosys
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Posted: 19th Jul 2008 17:05
I think a generic inventory system would be a great addition. If you could pick the type items you want inventoried (money, experience, etc) and plug them in, that would be great.

Best.

Gamer X
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Posted: 19th Jul 2008 17:10
Here are the features that I worked out so far...

Press O to open the inventory
Press P to close it

The inventory will allow you to view your items (probably going to start with 15), weapons (9 max of course), health packs collected and keys collected (think 9 max on both)

I will try to post a pic of the inventory later on today.

More features will be add later on in development.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
xplosys
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Posted: 19th Jul 2008 17:16
Sound good. You know that you can use the same key to open and close inventory, right?

Best.

Gamer X
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Posted: 19th Jul 2008 18:08 Edited at: 19th Jul 2008 18:08
Yeah I know. Here are some pics.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.

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Indicium
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Posted: 19th Jul 2008 20:42
In my opionion, this wont work, unless each weapon or item had its own slot, to prevent them overlapping, and in commercial games, this dosnt really happen, nonetheless, i will try it
Gamer X
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Posted: 20th Jul 2008 00:56 Edited at: 20th Jul 2008 00:57
Quote: "this wont work, unless each weapon or item had its own slot"

@ Mad Nightmare

well it will work for there are multiple scripts to get it to work.

Back to everyone else

Now... here is more info on the system before release:

There will be 26 scripts total.(one for each item slot plus the health and key pick ups)

All of the HUDs are for the items and weapons that FPSC came with.(NO Model Pack huds)

Thats that for now.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
Plystire
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Posted: 20th Jul 2008 01:55
Hmmmm, 26 scripts to make a simple view/close inventory? I suspect there is a much easier way to achieve this.

Here are my thoughts on a possible system:

Variables:
- Utilize one variable per slot. The value of each variable determines what is placed within the slot. (This will be hard-coded for each game)
- Utilize a single variable to save how many slots are already within use.

The system:
- When an item is picked up and the developer wants it to be placed into the inventory, then have it:
--- Check what value the "slot number variable" is. Based upon it's value, insert the proper value into the needed "slot variable".
- When the inventory is openned, all "slot variables" are checked and the proper picture is displayed for each.


The only downside to this is you're going to need a picture of every possible item for every possible slot.

So let's say you have 9 slots and there are 5 possible items that can be within those slots.

5*9 = 45 HUDs total just for viewing the inventory.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
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Posted: 20th Jul 2008 04:35
I am working on a single script, besides the gun scripts, that will work. It used over 50 of the fpsc vairiables, and each gun needs it's own variable, which means its own script. It is quite easy to set up, but each gun does need its own script. It is still hard to script a way that it shows only select huds, without having fifty states, which apears what hased to be done.

Gamer X
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Posted: 20th Jul 2008 06:22 Edited at: 20th Jul 2008 06:25
There maybe a way to make it in one script but the way I did it requried multiple scripts.

The scripts divide up like this:

1 scripts controls the inventory

15 scripts are the pick up scripts (give the script to the items in whatever order)

9 scripts for the weapons

1 for health packs

1 for keys

(sorry miscounted before 27 scripts)
The ones for health packs and keys use variables for counters.

The pick up scripts are just modified versions of the default pickup scripts. I modified them to activate the Hud of that item once the item is picked up.

I already have all the scripts made, and I am working on the huds.

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
Indicium
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Posted: 21st Jul 2008 20:24
Sorry. What I meant was, It will work, but just not the same as most games do, take Runescape as an example, the items in that inventory could be anything, however if we use this inventory idea, we would have gaps in the inventory if that item was missing instead of another item ocupying its position
Plystire
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Posted: 21st Jul 2008 23:48
@Mad Nightmare:

My inventory idea would deal with that, however, it would require more scripting to accomplish.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Indicium
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Posted: 22nd Jul 2008 20:05
I think im gonna stay outta this one
Im useless with huds and what if the game has hundreds of items??
Gamer X
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Posted: 25th Jul 2008 04:42
@Plystire

I am curious about something.
How would you use the variables for the inventory script?
(Please give examples)

Gamer X

Breaking down the barriers to bring in the light to scatter the darkness.
Hybrid
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Posted: 25th Jul 2008 05:08
You would need to, considoring all of the HUDS would need to be activated with one script.

Gamer X
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Posted: 26th Jul 2008 21:28
Well it's the HUDs that I can't help but wonder how to activate in one script according to the item or weapon that is pick up.

Gamer X

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Hybrid
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Posted: 26th Jul 2008 21:40
Use global variables.

Gamer X
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Posted: 26th Jul 2008 21:47 Edited at: 26th Jul 2008 21:49
Could you give more detail on how to set it up so that when the item or weapon is collected you get to view it.

The scripts in my system has it where if a item or weapon is picked up, then the HUD is activated though the pickup script not the main inventory script, but the main inventory script makes the HUD appear.

Gamer X

"I am a shadow that light will never shine on."
-Solid (Old) Snake MGS4
Hybrid
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Posted: 26th Jul 2008 22:01
My tutorial for making a weapons holster system goes very in=depth for this. However, in your pickup script, ass a line like this.

globalvar=1,setvar=1

This would set the first global variable to a value of 1. Depending on what you need, you can either set variables, add to them, or subtract to them as well. I hope this helps. I cannot provide you with a script because I know nothing of your true needs and intensions with this inventory. I can help, but you need to show some work first.

Gamer X
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Posted: 26th Jul 2008 22:40
I looked at your holster system and seen that it contains multiple scripts like my inventory system does.

SO... to get things cleared up here is an example of the pick up script I modified:

The basic pick-up script with the HUD activated for use at the end when the item or weapon is picked up. Each script is desgined for each slot and made out to work without variables (except for Health Packs and Keys for the counters) and to be used with the central script which is the inventory script.

And did anyone even look at those pics I posted for my system?
If you did, did you think they were fake?

Yes my head is spining for being so confused after I was told it could all be just one script

IF it seems That I am being rude or demanding then I apolagize for I am really, really confused. I hope that once I get my system worked out and posted that all this will be done with.

FYI (if you care)
The status of my system
HUDs-100% complete
Scripts-80% complete (had to undergo editing to make it compatiple with the HUDs)

Gamer X

"I am a shadow that light will never shine on."
-Solid (Old) Snake MGS4
Hybrid
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Posted: 26th Jul 2008 22:43 Edited at: 26th Jul 2008 22:43
How did you make it so that many huds show up at once? Did you use one script for the huds that uses variables?

Gamer X
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Posted: 26th Jul 2008 22:53
I only used variables for counters.
I put in at the end of the pickup scripts a HUD defintion* that way when the item or weapon is picked up the Hud is then useable and the main inventory script shows all HUDs when you press O to open the inventory and hides all of them when you press P, BUT if the item or weapon wasn't picked up then the HUD was never set so the item dosn't show up in the inventory.

HUD defintion-sets the HUD information

Gamer X

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-Solid (Old) Snake MGS4
Hybrid
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Posted: 26th Jul 2008 22:56
Oh, so HUD names are not internal
? Other scripts can trigger them?

Gamer X
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Posted: 26th Jul 2008 23:02
Yes, Didn't you know that? Well that was stupid of me to ask, of coarse you didn't, but yes they can be activated by different scripts. That is why my system is based off a single script the other scripts are just extentions for HUDs to be activated.

It just goes to show you there is always something to learn.

Gamer X

"I am a shadow that light will never shine on."
-Solid (Old) Snake MGS4
Hybrid
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Posted: 26th Jul 2008 23:31
Would you mind if I used your system, streamlined it, and made it more visialy pleasing?

Gamer X
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Posted: 26th Jul 2008 23:43
Quote: "Would you mind if I used your system, streamlined it, and made it more visialy pleasing?"


I wouldn't mind at all as long as I am given credit of coarse. BTW the background was something I just did in paint.

But The system won't be posted until next weekend.

Gamer X

"I am a shadow that light will never shine on."
-Solid (Old) Snake MGS4
Hybrid
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Posted: 27th Jul 2008 00:48
Ok, I am going to add support for all weapons, items, health, lives, flashlights, nightvison, zoom mode, cheats, and anything else that I can think of.

Gamer X
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Posted: 27th Jul 2008 01:30
Sounds good to me. It seems like this system is going to open alot of doors.

Gamer X

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-Solid (Old) Snake MGS4
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Posted: 27th Jul 2008 04:42
Yeah, one menu that has everything, like console.

Noob101
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Posted: 27th Jul 2008 19:32
would the inventory allow to have more than 9 weapons??

(like you can store over 9 and just take one out)

NoOoOoB
Gamer X
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Posted: 31st Jul 2008 05:17
@Noob101

NO this Inventory will allow you to view your items and weapons not limit them.

Do to complications (I deleted the files by mistake) the Inventory will be post-pone until further notice.

Gamer X

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-Solid (Old) Snake MGS4
Hybrid
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Posted: 31st Jul 2008 15:12
You cannot add more than nine weapons in the game. the engine will not support it. Now I have a question. Are all of these items dropable?

Gamer X
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Posted: 1st Aug 2008 02:38
Quote: "Are all of these items dropable?"

I knew that would be asked. Well the original script was to allow that and items to be used to reveal certain things but I ran into several complications and cut that out so you could at least view your items.

Now that I have to remake it from scratch I will try to add that in.

Gamer X

"I am a shadow that light will never shine on."
-Solid (Old) Snake MGS4
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Posted: 1st Aug 2008 04:47
Sorry. I am also working on the console - in effect for fpsc gaming.

Gamer X
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Posted: 2nd Aug 2008 03:06 Edited at: 2nd Aug 2008 03:53
That is good. I am also, after this script is done, going try to make a MP3 player type of item where you can pick up music and play it on the MP3 item if I have time.

Hybrid
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Posted: 2nd Aug 2008 15:59
That would be interesting... A radio.

Gamer X
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Posted: 2nd Aug 2008 17:55
I got the idea off of Metal Gear Solid 4.

Nickydude
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Posted: 2nd Aug 2008 20:04
Quote: "That would be interesting... A radio."


There's already a script in the Community Guide to do a radio.

Gamer X
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Posted: 2nd Aug 2008 20:12
I know there is one there but the one I am going to make is going to act kind of like an MP3 player were you can pick up music and play it.

Hybrid
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Posted: 3rd Aug 2008 04:39
That is what I meant. The radio would work, but I mean that you would have like a communication radio that had to be turned on in order to play messages.

Nickydude
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Posted: 3rd Aug 2008 14:40
Ahh, you mean a walkaround payer, should be interesting.

Hybrid
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Posted: 3rd Aug 2008 19:11
Congrats on being a MOD.

Gamer X
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Posted: 3rd Aug 2008 23:26
Let's get back on topic for awhile guys.

Here is a video preview of the Inventory script.
(I used only one item for it is a beta version)

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Hybrid
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Posted: 4th Aug 2008 00:03
Looks very nice.

Gamer X
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Posted: 4th Aug 2008 04:31
Glad you think so.

I just finished the weapons and items scripts, and I am working on the health pack counter for the inventory.

Hybrid
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Posted: 4th Aug 2008 22:42
Use my variable system that I used for the weapons holster.

Gamer X
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Posted: 15th Aug 2008 05:00
Bouncing the Thread back up


Here is a video of the inventory in action with multiple items and a gun.

I know there are bugs that need to be worked out. I just want to show you how much I have got done.

@Hybrid

I slightly modified your holster scripts to allow the inventory to show weapons. hope you don't mind.


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/

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