• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Some inventory systems

Status
Not open for further replies.
I believe all inventory systems are in the Spells section. Just search for 'inventory', and you'll have some hits with inventory systems. Enough to choose from. Don't forget to give credits to the creator of the system when you use it. :wink:
 
Kingz, I dont think he was talking about that kind of system.
I think he want more inventory slots.


(Easy)
1) The Extra Bag Unit System!
- Create a unit with one of the unit inventory spells. (That footman etc can have.)
- Increase slot limit to 6.
- Make this unit trainable or purchasable at shops.

Now you can buy extra slots to carry stuf in, though this is not active.


(Medium)
2) Big Empty Space System!
- Create a big empty space for each player.
- Create a dummy spell called: Storage
- When a player uses that spell he will be ported to that space where he can dump items as much as he wants.

Yet again this does not have the active item slot thing.


(Hard) + Alot of work.
3) Something I Thought of a Long Time Ago System!
(I'm copying this because somebody else asked somthing almost the same.)

- Every item needs to be a dummy item when it comes down to equipment.

- You need booleans to check if the player is wielding (I use sword for example) a sword, if it's wearing a sword the dummy item gets droped. If he is not wielding a sword the dummy item gets destroyed. (You need a boolean for each equipment slot and you need to do that for each player.)

- You also need string variables to store the string of that piece of equipment.

- When a unit gains for example 'Golden Sword' and he is not wearing a weapon the booleans becomes true.
The dummy item gets destroyed.
The string for PlayerRedWeapon becomes GoldenSword.
That hero will gain a spell that cant be seen. (Like damage bonus for swords.)
You attach model of the Golden Sword to that 'spell'.

- Now when he wants to change weapon he needs to remove his sword.
I suggest to start that with the chat message: -RemoveEquipment
Then a dialog pops up, then he can select what to remove.
If he has a sword then one of the buttons gains the string of the sword.
Unused slots gain a button with the tekst: -Empty-
Don't forget to create a dummy item at the units feet.

When he clicks the dialog button: GoldenSword
- Set PlayerRedBoolean for weapons to false, remove the spell, set the string back to -Empty-

It's a rather HUGE trigger system so I'm to lazy to make it, but basicly you need something as I described above.

--------------------------------------------------------------------------

I hope this information is usefull, if not please explain what u want with more details. :wink:
-Airandius
 
Ty Need_O2, i am just working on some Inv system, when i finish it i will post it, it will be quite advanced, with custom models that will create inventory enviromets, camera view will be close and from side, and the view will look similar to "WoW" or "GW" games.
 
Status
Not open for further replies.
Back
Top