Questions about the inventory system
Questions about the inventory system
Greetings!
As we know, there are calls like "A_GiveInventory" and the like.
The questions:
1. Is there a way to actually check what the player has in his inventory UI-wise? Like a list or something with item/ammo types and quantities.
2. How would one (or is it possible to) go and create a rather basic inventory system which uses pre-defined keys for navigation? Something like:
- Player presses the "I" key. An UI overlay pops up, with a simple 3x6 grid made of squares, each square could contain one type of item.
- The player can navigate the inventory with the arrow keys. Pressing use would activate/consume the selected item, if possible. Pressing a predefined drop key would remove said item from inventory and throw it on the ground.
Thanks guys!
As we know, there are calls like "A_GiveInventory" and the like.
The questions:
1. Is there a way to actually check what the player has in his inventory UI-wise? Like a list or something with item/ammo types and quantities.
2. How would one (or is it possible to) go and create a rather basic inventory system which uses pre-defined keys for navigation? Something like:
- Player presses the "I" key. An UI overlay pops up, with a simple 3x6 grid made of squares, each square could contain one type of item.
- The player can navigate the inventory with the arrow keys. Pressing use would activate/consume the selected item, if possible. Pressing a predefined drop key would remove said item from inventory and throw it on the ground.
Thanks guys!
RE: Questions about the inventory system
Type "printinv" in the console. c:Nugetti wrote: Greetings!
As we know, there are calls like "A_GiveInventory" and the like.
The questions:
1. Is there a way to actually check what the player has in his inventory UI-wise? Like a list or something with item/ammo types and quantities.
I've done something similar in my Mercenaries mod (a grid-based "buy menu" system where you can buy items) but I haven't seen a grid-based inventory screen yet. Basically, what you need to accomplish this is a lot of GetPlayerInput and HudMessage. And a lot of ACS know-how.Nugetti wrote: 2. How would one (or is it possible to) go and create a rather basic inventory system which uses pre-defined keys for navigation? Something like:
- Player presses the "I" key. An UI overlay pops up, with a simple 3x6 grid made of squares, each square could contain one type of item.
- The player can navigate the inventory with the arrow keys. Pressing use would activate/consume the selected item, if possible. Pressing a predefined drop key would remove said item from inventory and throw it on the ground.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

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- Zandrone
- Posts: 1244
- Joined: Thu Jun 28, 2012 9:07 pm
- Location: Rwanda
RE: Questions about the inventory system
If you want to go to the next level you could use a mouse and create your own one. I should make a public thingy for people to use.
RE: Questions about the inventory system
Thanks for the quick replies guys.
Another Q:
- How would one make the FBF_NORANDOM flag work with A_FireBullets? Do I need the beta build of Zandronum to get support for this flag?
Shouldn't it work like that?
Another Q:
- How would one make the FBF_NORANDOM flag work with A_FireBullets? Do I need the beta build of Zandronum to get support for this flag?
Code: Select all
A_FireBullets(2,2,1,12,"BulletPuff",FBF_NORANDOM)
- -Jes-
- Frequent Poster Miles card holder
- Posts: 975
- Joined: Fri Aug 03, 2012 9:55 am
- Location: Void Zone
RE: Questions about the inventory system
Puff NORANDOM does indeed not work in Zandro 1.0
It's in the 1.1 beta.
It's in the 1.1 beta.
RE: Questions about the inventory system
I think ijon was working on something like this. Not sure.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Questions about the inventory system
Thank you! Works perfectly fine in the beta.-Jes- wrote: Puff NORANDOM does indeed not work in Zandro 1.0
It's in the 1.1 beta.
This is turning into a question thread, but as you guys seem to be very helpful I might as well ask stuff.
Q: MoveBob can be set via a CVAR which is placed in the .ini when you use the archivecvar command.
Is there any way to force CVARs in .wad files - so it would work for everybody when you play online?
I dont think it would go in DECORATE, so some other file entry perhaps?
Last edited by Nugetti on Wed Apr 17, 2013 9:47 am, edited 1 time in total.
RE: Questions about the inventory system
Forcing things through inis are not a good idea unless it's absolutely needed, and in your case it doesn't seem like it is. You can however disable weapon bobbing by using the +NOBOB flag.Nugetti wrote:Thank you! Works perfectly fine in the beta.-Jes- wrote: Puff NORANDOM does indeed not work in Zandro 1.0
It's in the 1.1 beta.
This is turning into a question thread, but as you guys seem to be very helpful I might as well ask stuff.
Q: MoveBob can be set via a CVAR which is placed in the .ini when you use the archivecvar command.
Is there any way to force CVARs in .wad files - so it would work for everybody when you play online?
I dont think it would go in DECORATE, so some other file entry perhaps?
Last edited by Ivan on Wed Apr 17, 2013 9:53 am, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Questions about the inventory system
I am currently using the +DONTBOB flag in my weapons, since the Weapon.BobRangeX and BobRangeY are not supported or I'm using them wrong.Ivan wrote: Forcing things through inis are not a good idea unless it's absolutely needed, and in your case it doesn't seem like it is. You can however disable weapon bobbing by using the +NOBOB flag.
However, I was talking about the player movement bobbing - how much the crosshair and view bob when you move. Surely it's a personal preference but for my (survival horror-esque) project the default bobbing seems too arcade-ish.

RE: Questions about the inventory system
Sorry for doublepost.
Another Q:
Is it possible to sort of "mix" ACS & DECORATE?
I read some stuff about GetPlayerInput. Would it be possible to create a "stamina" system to prevent infinite running via ACS by using an "if" parameter and BT_SPEED?
What I mean is, it would A_GiveInventory on each tic if BT_SPEED is pressed, and would disable BT_SPEED (or somehow modify player speed) if a certain amount of "negative" stamina has accumulated.
Another Q:
Is it possible to sort of "mix" ACS & DECORATE?
I read some stuff about GetPlayerInput. Would it be possible to create a "stamina" system to prevent infinite running via ACS by using an "if" parameter and BT_SPEED?
What I mean is, it would A_GiveInventory on each tic if BT_SPEED is pressed, and would disable BT_SPEED (or somehow modify player speed) if a certain amount of "negative" stamina has accumulated.
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- Frequent Poster Miles card holder
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RE: Questions about the inventory system
you can call ACS from DECORATE with ACS_ExecuteAlways and ACS_ExecuteWithResult, and you can "execute" DECORATE with ACS by using +AUTOACTIVATE CustomInventory items, but you can't mix the two languages together
the most overlap they have is in the action specials, which they can both use
btw ACS has GiveInventory and TakeInventory
the most overlap they have is in the action specials, which they can both use
btw ACS has GiveInventory and TakeInventory
Last edited by Ijon Tichy on Thu Apr 18, 2013 12:00 pm, edited 1 time in total.