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FPSC Classic Scripts / Backpack Inventory scripts

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ncmako
6
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Apr 2018 11:50 Edited at: 4th Apr 2018 11:52
Here is a " Backpack" style inventory system where one main script, attached to a trigger, runs
everything. Each entity has it's own custom "pickup" script, then needs to be added to the "Backpack_Main" script
and an image of each item picked up needs its own image added to gamecore\huds\Backpack_Inventory folder.
Study the layout and you'll see it's not too hard to understand
"B" key to bring up & exit Inventory, "S" key for Small health, "L" key for Large health. "N" to toggle nightvision.
"F" key to toggle flashlight. Add & remove to meet your needs

Edit: a sample map has been added for testing layout.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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UglyGod
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Joined: 4th Apr 2018
Location:
Posted: 4th Apr 2018 17:26
Sr, I'm so sorry, I'm a beginner in this world, I don't have any idea where I should put the folder "Backpack_Main".
Mriganka
4
Years of Service
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 4th Apr 2018 17:33
Thanks for the great scripts!!
ncmako
6
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Apr 2018 22:34
@ Mriganka Thanks Hope it helps in some manner.

@UglyGod If you open the file you'll noticed three folder gamecore, mapbank & scriptbank
FPSC has those exact folders under "files". Inside each are additional folders.
Just drop each into the correct place. The "BackPack_Inventory" folder under gamecore\huds
The "backpack.fpm" file goes into the Mapbank folder, and the one inside "scriptbank " Backpack_Inventory"
drop that whole folder into the Scriptbank. When you run fpsc you will have a simple test-map named "backpack"
Open that and test run
My games never have bugs. They just develop random features..
Lots and lots of random features...
Insane6
11
Years of Service
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Joined: 9th Feb 2007
Location:
Posted: 7th Apr 2018 22:18 Edited at: 7th Apr 2018 22:18
Awesome! I was just about to add an Inventory to my game this will work great!
ncmako
6
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 8th Apr 2018 14:18
@ Insane6 Hope it helps in some way It's only intent was to have a "Triggerzone" script run it
from within the game itself. Tax78's scripts are still better, but only work from a built game.
This can run from "test" mode.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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