• Inventory in source engine?
    9 replies, posted
Hey guys, i'm working on an rpg type game for Source and I wanted to know if there's a way to make a Inventory system, Just want to be able to make the player hit a trigger and have a new item in a small gui set up, need certain items to activate certain triggers, all that. I've googled it around for a while but I can't find any tutorials or anything. Any help is much appreciated, thanks!
Nope, you'd have to specially tailor an engine to feature an inventory system. A shame you can't simply make an overlay that is triggered to a button.
[url]http://developer.valvesoftware.com/wiki/Adding_an_inventory[/url] Better than nothing, i guess..
[QUOTE=killer89;32896605][url]http://developer.valvesoftware.com/wiki/Adding_an_inventory[/url] Better than nothing, i guess..[/QUOTE] Thanks, I'll see if I can make do with this :D
Dark Messiah: Might and Magic had an inventory screen, so I'm pretty sure it's doable.
Of course it's doable, so long as you know how to code.
Ivan Secret's has an inventory screen, maybe you should ask Jlea for some tips on make one?
[QUOTE=Lizzrd;32896591]Nope, you'd have to specially tailor an engine to feature an inventory system. A shame you can't simply make an overlay that is triggered to a button.[/QUOTE] I don't know about the guy who boxed him, but I can tell the sarcasm.
[QUOTE=KD007;33284079]I don't know about the guy who boxed him, but I can tell the sarcasm.[/QUOTE]It was not funny or anything though.
It's quite easy to do it, really. First decide how many slots an inventory should have. Then, set the item's number ID, and then just fill the slot with the number ID and quantity. I did this in GMod and it was pretty damn easy, as for a mod that runs on C++, I wouldn't expect it to differ that much.
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