Here's an inventory system that I've developed using just dialogs and triggers. I found the built-in inventory system really limiting so I developed this. Feel free to play around with it and use it in your map, just give me some credit for it. I haven't had time to document anything so far, although hopefully it's clear what I am trying to do with each trigger. Anyways:
im thinking about making my own inventory system too. i havent played much with the built in inventories, but it seems to me like id like to be able to customize it mroe than whats allowed. who knows, but yours looks nice enough man. i wont be using your sysytem (as good as it amy be, i like to build my own to know whats going on better) but it gives me some relief to know im not the only one not extrememly thrilled with the built in inventories. if i were using clizz's built in UI, id probably stick to their inventory, but with everything custom, i think id like my inventory custom as well... oh well, later
Yea, personally I think it's more rewarding to code it all out myself. I was able to add in the "Inspect, Equip, Use, and Drop" features as well which adds some cool effects to my horror map that I wasn't able to do before.
I was planning on making a custom inventory, still am but have always had second thoughts about it because on battle net there always seems to be something like a .3-7 second delay when using keys or buttons and this is just between me and a friend who both reside in Australia, we both experience delay even thought I am supposed to be the host.
But overall I will have to at least write a lot of script for the blizz's inventory if i end up using it to have it change my variables all over the place based on what you have on which is simpler than making my own but not as fun.
Just a note: I redesigned how I was coding the item context bar to make it a lot easier to add new items in. I'll update the test map tomorrow to reflect that.
Also, I haven't been able to test out lag with using this for multiple people. Right now it's designed for just one player use, maybe I'll redesign it for multiple players after I finish my map. I don't think lag would be too much of an issue since you only press the keys every once in a while compared to constantly pressing them for those FPS maps you see.
i was under the assumption that battle.nets new method was they were the 'host' none of us can actually 'host'. tahts why the creator doesnt always get taht guaranteed 'no lag' kinda thing it had before. i thought this was the case.... i may be wrong, but i believe thats what i heard
And here i thought it was only for ladder games, if it really isn't hosted by the player then that sucks for all the people who live so far from the US trying to get a national-local game going with low delay, games are more fun when there's no wait when you want something done.
Hopefully this was only during the Beta and not when they go live.
Yes this was what I was referring to in the PM's. I modeled how it looks after yours since there's limited icons in the editor, although I might try to make a custom backpack border. Basically I wrote all what you did in Galaxy into trigger code. I didn't add in the quickslot stuff though and I'm handling how items equip slightly different I think. I'll be sure to add you in for credits.
For adding items you only have to copy and paste 4 if then else statements (one for use, inspect, equip, and drop). It's really quick. I changed how the trigger was setup and just haven't updated the map. (basically I moved one condition down into an if then else statement in the actions)
Is there a way you can convert the inventory slots to Buttons instead of Images? That way you can click on it instead of having to use keys to move around the inventory.
I believe so. I'm not sure if you can set images on buttons or not, but even if you can't you can just make a dialog image and set the transparency so that the button shows through it. I haven't tried it out, but it sounds good in theory.
Here's an inventory system that I've developed using just dialogs and triggers. I found the built-in inventory system really limiting so I developed this. Feel free to play around with it and use it in your map, just give me some credit for it. I haven't had time to document anything so far, although hopefully it's clear what I am trying to do with each trigger. Anyways:
http://www.sc2mapster.com/maps/inventory-and-ammo-system/files/1-inventory-and-ammo-system/
@Atl0s: Go
im thinking about making my own inventory system too. i havent played much with the built in inventories, but it seems to me like id like to be able to customize it mroe than whats allowed. who knows, but yours looks nice enough man. i wont be using your sysytem (as good as it amy be, i like to build my own to know whats going on better) but it gives me some relief to know im not the only one not extrememly thrilled with the built in inventories. if i were using clizz's built in UI, id probably stick to their inventory, but with everything custom, i think id like my inventory custom as well... oh well, later
@ezbeats:
Yea, personally I think it's more rewarding to code it all out myself. I was able to add in the "Inspect, Equip, Use, and Drop" features as well which adds some cool effects to my horror map that I wasn't able to do before.
I was planning on making a custom inventory, still am but have always had second thoughts about it because on battle net there always seems to be something like a .3-7 second delay when using keys or buttons and this is just between me and a friend who both reside in Australia, we both experience delay even thought I am supposed to be the host.
But overall I will have to at least write a lot of script for the blizz's inventory if i end up using it to have it change my variables all over the place based on what you have on which is simpler than making my own but not as fun.
Just a note: I redesigned how I was coding the item context bar to make it a lot easier to add new items in. I'll update the test map tomorrow to reflect that.
Also, I haven't been able to test out lag with using this for multiple people. Right now it's designed for just one player use, maybe I'll redesign it for multiple players after I finish my map. I don't think lag would be too much of an issue since you only press the keys every once in a while compared to constantly pressing them for those FPS maps you see.
@zKyuuketsuki: Go
i was under the assumption that battle.nets new method was they were the 'host' none of us can actually 'host'. tahts why the creator doesnt always get taht guaranteed 'no lag' kinda thing it had before. i thought this was the case.... i may be wrong, but i believe thats what i heard
@ezbeats: Go
And here i thought it was only for ladder games, if it really isn't hosted by the player then that sucks for all the people who live so far from the US trying to get a national-local game going with low delay, games are more fun when there's no wait when you want something done.
Hopefully this was only during the Beta and not when they go live.
That looks very much like the Inventory system I've made for my Resident Overmind ( http://www.servimg.com/image_preview.php?i=213&u=11862648 + http://www.servimg.com/image_preview.php?i=214&u=11862648) ^.^
Even the pick-up key is the same :P
I like the ammo counter, looks pretty cool.
But one question - if I would want to add more items... do I really have to copy/paste the whole F Functions trigger over and over?
Yes this was what I was referring to in the PM's. I modeled how it looks after yours since there's limited icons in the editor, although I might try to make a custom backpack border. Basically I wrote all what you did in Galaxy into trigger code. I didn't add in the quickslot stuff though and I'm handling how items equip slightly different I think. I'll be sure to add you in for credits.
For adding items you only have to copy and paste 4 if then else statements (one for use, inspect, equip, and drop). It's really quick. I changed how the trigger was setup and just haven't updated the map. (basically I moved one condition down into an if then else statement in the actions)
Is there a way you can convert the inventory slots to Buttons instead of Images? That way you can click on it instead of having to use keys to move around the inventory.
I believe so. I'm not sure if you can set images on buttons or not, but even if you can't you can just make a dialog image and set the transparency so that the button shows through it. I haven't tried it out, but it sounds good in theory.