i like maps that use supply to show you how much you have of something. Or like Athlit how the building's hp/hp is a sign and its shield/shield is also a sign
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Be more specific about the situation please. What is the highest possible number of items? Are there any other options (i.e. does it also work as a menu system)? What is the gameplay like? What are the most important aspects? - Can you sacrifice speed for diversity of items and options or not? Can you sacrifice up to 8 units for the shuttle?
Specifically, I'm making a rather simple AoS that just got a lot more complicated. Players can choose a fighter or a bomber, and then load different weapons. I need a simple yet effective method of selecting what to drop/fire.
Tux - Yeah, I know, I know...
You've managed not to answer any of my questions.
Anyway, I'll say this: go for either a factory or a dropship. Factories will limit you with 5 'buttons', dropships will limit you with 9 (8 units + move order). Factory is all-hotkey-able, though.
Even better, Make it a Patch and use FireGraft so you can give the buttons special actions and add endless amounts.
Then again that would make it a lite mod wouldnt it ;D
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Well I'm not exactly sure why nobody has said this yet, but I use text based inventory systems. My inventory bag has 7 inventory slots per page, and can have as many inventory pages as I want. Each different slot is represented by a different death count, and each amount of deaths represents a certain type of item. From here, I can have a very large amount of different items represented in text. The only downside to this, is that it uses strings. I currently have a fully constructed inventory system in my RPG, with about 30 different working items, as well as some storyline done, and I have only hit 30% of my string usage (I recycle my strings like crazy).
The key to making this inventory system work, is to have each line of text of the menu//inventory called from a different trigger action. This will allow you to sort of "link" together your entire menu, making it look like a single string in a single trigger action.
I actually use a text based menu for most things that have to do with user input in the map I'm currently working on.
All in all, I think my menu//inventory uses about 400-600 triggers.
I have my menu controlled via a dropship with scvs//probes holding resources.
You could, if the menu or inventory is to simply text and show text alone, control the menu with EUD keypresses without desyncing during multiplayer.
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