| Blockland Forums > General Discussion |
| DayB • 1/14/14 |
| << < (206/224) > >> |
| Doge:
Bumpity bump |
| Derroith:
Well this is awkward ... :panda: |
| nixton:
Hooray for DayZ standalone release? |
| Shappeh:
So inventory was a bitch to code, but it's done. I need to put it together with the rest of my existing work. For anyone who is interested in a half-rant list of things I struggled to work with: * Items must be stored individually on a GUI list that wasn't designed for more than two commands. * When items are added to the list, only specific datablocks will stack. Some items must retain unique data such as ammunition and health. * Tools must be managed on the brick HUD so that a player can hotkey the tool. * Items are by default stored in the order they were added. Adding/removing items could disorganize the list if not given a proper look. * Only one of the two commands actually has any input. * With these one command the GUI must allow the player to equip, drop, take (inventory to player) or store (player to inventory) the selected item. * With the other command the GUI must allow the player to navigate between three different inventory types; inventory, backpack, player. * All of the above must be managed for multiple clients accessing the same inventory. So any item manipulation is immediately visible to all other clients with access. For now I play some Battlefield 4. |
| Doge:
--- Quote from: Shappeh on December 16, 2013, 09:37:43 PM ---So inventory was a bitch to code, but it's done. I need to put it together with the rest of my existing work. For anyone who is interested in a half-rant list of things I struggled to work with: * Items must be stored individually on a GUI list that wasn't designed for more than two commands. * When items are added to the list, only specific datablocks will stack. Some items must retain unique data such as ammunition and health. * Tools must be managed on the brick HUD so that a player can hotkey the tool. * Items are by default stored in the order they were added. Adding/removing items could disorganize the list if not given a proper look. * Only one of the two commands actually has any input. * With these one command the GUI must allow the player to equip, drop, take (inventory to player) or store (player to inventory) the selected item. * With the other command the GUI must allow the player to navigate between three different inventory types; inventory, backpack, player. * All of the above must be managed for multiple clients accessing the same inventory. So any item manipulation is immediately visible to all other clients with access. For now I play some Battlefield 4. --- End quote --- This is great! How much is there still left to do of the code before it will be playable? |
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