Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Best Inventory System
Best Inventory System
Nov 21 2009, 10:35 pm
By: ImagoDeo  

Dec 2 2009, 11:12 pm PearS Post #21



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



None.

Dec 13 2009, 9:57 pm Feuer Frei Post #22



Quote from JaFF
Quote from ImagoDeo
Quote from JaFF
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. :P 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

Attachments:
Firegraft093.zip
Hits: 1 Size: 1174.05kb



None.

Dec 13 2009, 10:04 pm CecilSunkure Post #23



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.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[11:05 pm]
Ultraviolet -- :wob:
[03:55 pm]
Zoan -- :wob:
[10:34 am]
NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
[2024-5-18. : 3:45 am]
Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
[2024-5-17. : 6:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[2024-5-17. : 5:41 am]
Ultraviolet -- 🤔 so inf is in you?
[2024-5-17. : 4:57 am]
O)FaRTy1billion[MM] -- my name is mud
[2024-5-17. : 4:35 am]
Ultraviolet -- mud, meet my friend, the stick
[2024-5-16. : 10:07 pm]
lil-Inferno -- nah
[2024-5-16. : 8:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
Please log in to shout.


Members Online: O)FaRTy1billion[MM], dayanaralsweeney