markd
New Member
Posts: 5
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Post by markd on May 7, 2014 5:59:23 GMT 1
Hello!
First off I wanted to say that I'm really excited to see this for sale on the Unity Store. The fact that it's also using PlayMaker makes it even more appealing!
Before I make my purchase, I wanted to ask a couple of questions.
Question 1: In my project, my player is a "ship" and I want them to be able to equip multiple weapons at the same time. For example 4 cannons on the left side and 4 cannons on the right. I want to be able to customize the player so that some versions of it have more or less places for cannons. With this system, will I be able to set where a weapon is equipped/displayed on the player model? Or using an example: Can I set the player to have 4 weapon slots and when the player equips the first weapon it will appear on the right side of their ship and when they equip the second weapon it will appear on the left side?
Question 2: As I mentioned above, I want to have multiple inventories, one for each ship/character model they may take control of. Will this system allow for that?
Thanks! Can't wait to get started!
~Mark
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Post by Super Admin on May 7, 2014 9:09:45 GMT 1
Hi, first of all thanks for your support and thanks for your questions. As it is now that inventory is meant to be single inventory system, however to create multiple systems you will have to change some stuff there and you will be able to do that. First of all i plan to rewrite this inventory and to change some stuff, for example i will exclude global variables and everything will be created with locals (only few global will exist), and after that you will be able to set multiple inventories. As i said as it is now you can't have multiple, fixed GUI for each part of inventory, keys for opening, display etc... But to have multiple inventories you will need some limit system for that, here is example: Example - You have 4 inventories, inventory 1, 2, 3 and 4, each of them is a game object that has 4 slots (only hash table restrictions, no need for game objects) which you can restrict in transfer with int variable, before transfer you check you take all of your inventories in array and use get next child, for each inventory you check with hash table count, if 4 or more, skip to next inventory, if loop is at the end you have no room in your inventory. As you can see this inventory is sorting / arranging type which means you can't drag and drop items (it's possible with Daikon Forge GUI with some modifications but i don't have enough support for that yet) so this way you can have multiple inventories that work as one. For equipping things on your character since you code with Playmaker that will not be a problem for you to reference tis equip system in order to create your own Hope this helped, as i said i want to rewrite it a bit to be more efficient and i want to rewrite it with Daikon Forge due to the many reason, only one draw call and that GUI positioning are very good things. The fact is i already have this working properly and i plan to add it soon if i get enough support. Cheers!!!
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markd
New Member
Posts: 5
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Post by markd on May 7, 2014 14:49:15 GMT 1
Thanks for the quick reply! How about my question on weapons? Can I expand the system to have as many weapon slots as I want and can I tell it where I want each weapon to appear on the character? Using my example above, if the player is actually a pirate ship, can I expand the player to have say 6 slots for weapons where I can set on the player model where I want each weapon to appear on the player model?
Oh and one more - does this use drag and drop UI?
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Post by Super Admin on May 7, 2014 15:59:18 GMT 1
Sorry but you can't use drag and drop yet because system works based on get values, sort values and display values, if item is removed od added then list will be automatically sorted and items rearranged. When i build this with Daikon Forge then drag and drop will be possible ofc, until then this system will use sort / arrange method. You can set Vector3 values for your items where you want them to appear after you equip them but for this i suggest creating your own method for equip weapons, create empty game object, parent it to arm/finger/leg.... and when equip item just use that game object as parent for your weapon in Equip FSM Everything here is possible but you have to adapt system to your needs if you need something specific
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markd
New Member
Posts: 5
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Post by markd on May 8, 2014 3:34:42 GMT 1
Excellent - thanks again for replying so quickly. I'll be making a purchase this weekend and working through it!
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markd
New Member
Posts: 5
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Post by markd on May 13, 2014 15:41:06 GMT 1
Me again! I'm an official owner and I'm really impressed by how many features are packed into this! Do you have a blog/list somewhere of what features you're adding next? Quick question: Your instructions say that we should install a Serializer first if we want to make use of the save gave feature (I do!). I found the following Serializer for free on the asset store as I couldn't find a Unity specific one. Will this work? www.assetstore.unity3d.com/#/content/3675
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Post by Super Admin on May 13, 2014 18:47:01 GMT 1
Hi and thanks for your support, I am glad you like the system Here is the Unity Serializer that is free and works pretty cool: www.assetstore.unity3d.com/#/content/3675This is the serializer I tested with Squarebite and it works. For upcoming features you can check announcements page: squarebite.proboards.com/thread/2/squarebite-announcementI plan to add some cool stuff later on, but still want to wait a little bit longer for Daikon Forge support, if people want it I will add some Daikon Forge mod for Squarebite Cheers!!!
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Post by Dany on Dec 1, 2014 23:40:33 GMT 1
I raise this topic because I download the application to back but I do not know how to make it work
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Post by Super Admin on Dec 3, 2014 17:35:59 GMT 1
So about Unity serializer, first here is the link for people who are not sure what serializer is: Unity SerializerAnd after you import Serializer into your project you have to import Playmaker actions from serializer folder (this file is called: PlayMakerAddOn_V0.5.unitypackage) and after that you can add to scene SaveGameManager game object from Squarebite folder. For further instructions how to choose what to save and how you can look in GUIDE file, most important thing is that you have to attach script from Serializer Window so game objects in scene will get unique ID and there you have to define what component you want to Serialize (save), in this case since it is inventory we want to store hash tables and in those hash tables we have stored items, their positions on scene and other stuff. This way you can choose what to save and what to load when needed. Hope this clarifies some things about Serializer and save. Cheers!!!
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danye
New Member
Posts: 2
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Post by danye on Dec 3, 2014 17:59:32 GMT 1
Thank you for your reply! So I download the serializer, I settle into my project so I have now a window with 2 PlayMakerAddOn script ... and in the window "windows" I "UnitySerializer" is displayed. I have SaveGameManager in my scene, but if I press Esc always told me to install the serializer I think we should put the script in the FSM "MainMenu" but I do not know what to do ... I'll watch the Guide
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