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FPSC Classic Scripts / Fallout 3/New Vegas Inventory System

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ZombiesBuilder
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Posted: 28th Feb 2011 23:11
Hey Everybody,
Thank you to all those who helped be on past threads!
I am looking for an inventory script/system. Almost like the
Pip-Boy 3000 in Fallout 3 and New Vegas. Not even fans of
Fallout know what the Pip-Boy is.
Bascially here is an example of what I need:
Your player would walk over and pick up a health pack.
Instead of the health pack adding to your main health it would
go into an inventory. You would have to go in the inventory and
click the health pack to acually gain the health.
Example with weapon:
You walk over the Mp40 and it says you pick it up and you do.
instead of the gun automatically poping up in the player's hands
you would have to go into the inventory and "equip" it
Groups in inventory:
Weapons Aid/Health Keys Etc.

**Tf there is a script/system that already exists please tell me**
The Storyteller 01
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Posted: 28th Feb 2011 23:24 Edited at: 28th Feb 2011 23:24
There is non such script for Vanilla FPSC atm.

The closest thing to it is RPG mod but it's no longer available.

PS: EVERYBODY would love to have this

In case you find my grammar and spelling weird ---> native German speaker ^^
ZombiesBuilder
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Posted: 28th Feb 2011 23:27
The Storyteller 01 I know everyone would love to have this but is it possible?
Slayer1918z
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Posted: 1st Mar 2011 01:44 Edited at: 1st Mar 2011 01:48
Yes, it is possible, but only with Project Blue as far as I know since RPG Mod isn't available. Although, you would have to create your own HUDs and inventory icons. Then script it so that those icons appear only when the player has that weapon. I am currently working on this, but for a medieval RPG game I am making, so it doesn't look like a Pip-Boy.
To answer your question simply, yes it is possible, but with PB, HUDs, and scripting.

Here is a link to Plystire's Inventory Script...http://forum.thegamecreators.com/?m=forum_view&t=158412&b=23
I am creating my script from scratch but am using his script as my guide on how to create it, although I have run into difficulties.

P.S. Plystire's script only includes one section of the inventory but more can be made if you know how to do it (aids, weapons, etc.)
which is what I am trying to accomplish with my inventory script. If I eventually get the script working I would be happy to share it.
ZombiesBuilder
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Posted: 1st Mar 2011 03:17
Slayer1918z thanks I check it out!
also if you do get it to work I'll take it!
thanks so much. I'll post later on what I got
born for game
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Posted: 1st Mar 2011 06:02
Good job!


http://bornforgame.webnode.com
Ertlov
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Posted: 1st Mar 2011 13:47
It`s possible with v1.18 and heavy scripting, too. But it would take most likely 1-2 full months.

Come to where the madness is:
http://www.homegrowngames.at
BlackFox
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Posted: 1st Mar 2011 17:41 Edited at: 3rd Mar 2011 16:55
[.]

- BlackFox

The function of good software is to make the complex appear to be simple.
The Storyteller 01
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Posted: 1st Mar 2011 18:00 Edited at: 1st Mar 2011 18:00
Quote: "t is very possible, and it does not require 1-2 full months unless you are new to scripting, or you plan to integrate the script to make coffee at the same time"
OR you plan to copy the inventory sytem from Fallout 3/New Vegas

I am not sarcastic now, just realistic. It took me a month so far, just to work out an Adventure Game inventory (the old school inventory, where everything is in a row at the bottom of the screen) and it's still too flawed to use.

In case you find my grammar and spelling weird ---> native German speaker ^^
Ched80
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Posted: 1st Mar 2011 18:03
Could GUI x9 be used for this?

I've also being trying to create an inventory system using the original FPSC HUD commands, but not tried with GUI x9 yet. Just wondering if any one had tried?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
BlackFox
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Posted: 1st Mar 2011 18:11 Edited at: 3rd Mar 2011 16:56
[N/A]

- BlackFox

The function of good software is to make the complex appear to be simple.
Ched80
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Posted: 1st Mar 2011 21:43
I think one fundamental problem you may have with stock FPSC is that there are no script commands that can equip the player with a weapon.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
The Storyteller 01
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Posted: 1st Mar 2011 22:45 Edited at: 1st Mar 2011 22:49
Quote: "Quote: "
OR you plan to copy the inventory sytem from Fallout 3/New Vegas"

Now why would anyone want to do that?

"

I think, thats what the OP wants - I didn't imply you wanted this.

But while we're at it, lets talk about Inventories

What I can pull off is a system that works like this:
- the player can pick up 10 items which are scripted to be displayed as small huds in a row at the bottom of the screen.
- they all work as keys, so if the player has the item it can be "used" on another scripted entity. P.e. a toolbox repairs a radio, a fuel canister makes a generator "run" (which activates lights), a fire extinguisher douses out flames (=destroys a hurt zone and the fire decals).
- If the item is used the hud swaps for one with a coloured border so it appears to be "active"

But what I cannot pull off is this:
- I cannot display a count on usable items unless I create numbered huds and have the script jump complicatedly around to display them. I need a solution to display it like ammo but cant find one.
- I cannot click the item hud ingame to display a larger hud with information (and a count maybe)
- I cannot make the items fill up the row as they are found, because every hud has a fixed position.

All in all its not a real inventory system, it's just a display of the items the player has. For old-school adventure or puzzle games it's maybe usable but not for anything near an RPG. AND its really complicated to work flawlessly. The smallest scripting error or ingame bug produces a gamestopper.

I am curious what other people's attempts at inventories for Vanilla FPSC are...

In case you find my grammar and spelling weird ---> native German speaker ^^
BlackFox
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Posted: 1st Mar 2011 22:54 Edited at: 3rd Mar 2011 16:56
[ N/A ]

- BlackFox

The function of good software is to make the complex appear to be simple.
Ched80
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Posted: 1st Mar 2011 23:08 Edited at: 1st Mar 2011 23:09
@Storyteller - The complexity of displaying numerical HUDs linked to variables has all gone now in v118: simply use the following as part of the hud creation:


My inventory system is now a shadow of its original idea but I've managed to achieve the following:
- The inventory is opened by walking up to a computer terminal (a key press could be used, but i went for the computer terminal as i wanted to limit the player's access to the inventory to add an element of strategy to the game).
- The player can change maximum health, health packs and speed of 3 other team-members. Health packs and maximum health of the player can also be changed, but not the speed.
- Players can also change which team members will join them,
- The player can select guns for the team (bought by resource points or collected during previous levels), but they only appear in the 'gun store' for the team to collect and are not given directly to the team.
- The player can also adjust the time needed to complete the level.

- Collectables, such as datapads, cash, power cells appear as HUD briefly on screen, but these are not accessable post-collection.

So originally i wanted a complete inventory system, more like a player skills and stats screen from an RPG, but due to the restrictions in FPSC a more inventory-based system was created.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Doomster
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Posted: 1st Mar 2011 23:19 Edited at: 1st Mar 2011 23:28
Quote: "You won't be able to"

Correct me if I'm wrong, but doesn't the "hudselectionmade" condition allow to check if any Hud has been clicked, and not only the stock buttons, as long as it's located within the setuplevel.fpi game menu code and we give it an unique hud type (which could be any number specified in the "hudtype" action, meaning unlimited "buttons")?

When using the game menu and adding an extra button called "Inventory", or whatever, it's possible to hide all game menu huds and create the inventory screen then, retaining the possibility to use the cursor to select items located within the inventory.

-Doomster

BlackFox
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Posted: 1st Mar 2011 23:24
Quote: "
Correct me if I'm wrong, but doesn't the "hudselectionmade" condition allow to check if any Hud has been clicked, and not only the stock buttons, as long as it's located within the setuplevel.fpi game menu code and we know the hud number?"


I forgot about that. I suppose it could work the same for an inventory system- I've never tested that. If you can, I wonder if there is a maximum amount of items one can have defined for inventory. In other words, I have a set number of items with the system I have in place. If your method works, how many items can be defined maximum?

- BlackFox

The function of good software is to make the complex appear to be simple.
Ertlov
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Posted: 1st Mar 2011 23:25
Quote: "Correct me if I'm wrong, but doesn't the "hudselectionmade" condition allow to check if any Hud has been clicked, and not only the stock buttons, as long as it's located within the setuplevel.fpi game menu code and we know the hud number?"


You`re damn right on that.

Quote: "It is very possible, and it does not require 1-2 full months unless you are new to scripting, or you plan to integrate the script to make coffee at the same time "


It will take AT LEAST that long if you want to have the same graphical quality. Scripting alone won`t make the beef tasty here, you need top-notch drawn or prerendered Graphics assets, too.

Come to where the madness is:
http://www.homegrowngames.at
The Storyteller 01
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Posted: 2nd Mar 2011 00:06
Folks, I got some new inspiration from that few last posts alone....maybe we should make this discussion a permanent one and open up a kind of "Vanilla FPSC inventory" thread where we post all our ideas, advice, progress etc.

In case you find my grammar and spelling weird ---> native German speaker ^^
ZombiesBuilder
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Posted: 2nd Mar 2011 01:33
I understand where you guys are going with this.
but what command prompt makes a hud a "key" to activate
something?
Ched80
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Posted: 2nd Mar 2011 06:48
Quote: "what command prompt makes a hud a "key" to activate
something?"


There is no such command, but the effect can created with the use of variables.

For example, at the start of the game you create a variable called GotFuelCan.
Then when the player picks up a fuel can you set the GotFuelCan to 1. You'll need to add some logic to make the Fuel Can HUD appear when GotFuelCan=1.
Then when the player walks up to the generator and presses 'enter' the lights would be activated if GotFuelCan equals 1.

Something along those lines.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
ZombiesBuilder
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Posted: 2nd Mar 2011 11:34
thanks but I don't mean a key to put in
"if used" I meant a key as in:
a HUD pops up saying click this and you
will pick up the gun. you click the HUD
instead of pressing enter to get it
Ertlov
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Posted: 2nd Mar 2011 13:42
Quote: "you click the HUD
instead of pressing enter to get it "


This actually IS what we are talking about:

Quote: ", but doesn't the "hudselectionmade" condition allow to check if any Hud has been clicked"


Come to where the madness is:
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The Storyteller 01
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Posted: 2nd Mar 2011 15:14 Edited at: 2nd Mar 2011 15:19
Quote: "There is no such command, but the effect can created with the use of variables.

For example, at the start of the game you create a variable called GotFuelCan.
Then when the player picks up a fuel can you set the GotFuelCan to 1. You'll need to add some logic to make the Fuel Can HUD appear when GotFuelCan=1.
Then when the player walks up to the generator and presses 'enter' the lights would be activated if GotFuelCan equals 1."

Actually I can create this with a simple doorkey script attached to any entity and using another entity as the key

Take a look at the stock doorkey.fpi - you can include any actions you want into the state=1 and all following lines:


In case you find my grammar and spelling weird ---> native German speaker ^^
Ertlov
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Posted: 2nd Mar 2011 16:23
Quote: "Actually I can create this with a simple doorkey script attached to any entity and using another entity as the key"


Take a look at my pickup and switchdestroy scriptbased loops in "Into the Dark"

Come to where the madness is:
http://www.homegrowngames.at
Plystire
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Posted: 2nd Mar 2011 23:57
Ever since many parts of PB have been integrated into FPSC, much of the troubles associated with scripting an inventory system have disappeared.

As someone has pointed out, it is now easy to make numeric HUDs that track variables, using PB's variable system and PB's system for itnegrating them into the numeric HUDs.
To add onto the discussion of buttons, PB had "solved" that problem as well, but I am unsure as to whether or not this has been integrated into vanilla FPSC. The command set went like so "startmenu" (to freeze the player in place and allow the pointer HUD to move around) and "stopmenu" (to unfreeze the player and resume normal gameplay). Using those alone would let the script bring up any sort of menu, (and show the pointer HUD) let the player click on some fancy GUI buttons, and return to gameplay. This was one of those things that made a GUI inventory complete. Now, there was another problem with buttons that was fixed in PB, and I have not seen or heard of this fix taking place in vanilla FPSC. Basically, if you have two buttons overlapping (say, one of your custom buttons overlaps a pause menu button), the user is still able to click on the invisible pause menu buttons.

As for equipping the player with weapons through script... well, unless vanilla has PB's weapon commands as well ( including "giveweap", "replaceweap" and "removeweap" ) it would be difficult to accomplish, though not impossible. Through vanilla in the earlier days, it was possible to give the player a weapon by spawning a weapon and having the player immediately pick it up, but removing the weapons as part of an inventory system is where a wrench got tossed into the works. Before, it was possible to use AirMod's commandset to reset the player's inventory, and this alone would suffice for a Fallout3 style inventory (since the player only really uses 1 weapon at a time) combined with "giveweap".

Well, that's my speech on inventory crafting and how it can be accomplished. Hope that sheds some light in the dark areas for those new to things (I know the vets here probably didn't need my speech )


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Ched80
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Posted: 3rd Mar 2011 09:24 Edited at: 3rd Mar 2011 09:24
Speech was good Ply.

I can confirm there is no "startmenu" or "stopmenu" actions within stock FPSC v118, there is also no "giveweap", "replaceweap" or "removeweap" within Stock FPSC v118.

I've not tried to see if the invisible button problem exists, but I am experiencing problem with the GUI system when i use "pausegame". I can get the pointer to appear and the buttons change when the mouse is over them, but I can't get the button to acknowledge the mouse click. When i remove the "pausegame" part (obviously the mouse pointer is now static), but the mouse click is acknowledged.

I'll post my script up when I get home.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

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