zax
New Member
Posts: 30
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Post by zax on Sept 14, 2014 21:00:57 GMT 1
Found the coins one while digging around But where in the heck is the label for the word inventory (The exit Button) I found the X label button but not the word "Inventory" itself for the button. I want to change that to the word "Close" As busy as my GUI is I need an obvious Exit button lol.
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Post by Super Admin on Sept 14, 2014 21:02:37 GMT 1
It is not label it is a button, first button from the top top bottom with X mark
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zax
New Member
Posts: 30
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Post by zax on Sept 14, 2014 21:35:56 GMT 1
Ok got one more silly question for you (well you know me its never really just one more lol) Tool Tips. When hovering over the different buttons up top (the ones that separate the different stuff in inventory) I see where you can write in a tool tip but if write something there I don't see it anywhere on screen. So question is this: Is there something else I have to do to use those tool tips? Or is it possibly a text color thing where I defined all the text colors at?
found the Inventory button text by the way thanks.
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Post by Super Admin on Sept 14, 2014 21:52:22 GMT 1
Naah, that tooltip in GUI button is something else, it is not tooltip that will float and follow your mouse displaying additional information. Tooltips that follow mouse and serve as floating objects on screen with information are created differently, you have to use for example GUI text that follow mouse with offset and when you mouse over something you get desired text as string variable and set your floating text. To use text color you have to use GUI text and set text as you want.
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Post by jtownsend1190 on Jan 1, 2015 9:53:50 GMT 1
Do we have a way to use all this in the latest UFPS release right now? I was following the guide but came across a few errors, the first is the mouse script commenting; this can not be commented out any longer as the "smooth look" or whatever the called it, calls upon the beginning functions and it turns into a corrupt script. I may have to just create a few vars that trigger it set to false like press tab 1 time = false, press tab 2 times and = true again.....the second thing I am having trouble with is that I setup the one handed weapon holder lined it up with where the mace goes on the "hero" character so it will spawn any pickups in the players hand. However I drop the one handed sword and I can pick it up however I can not equip for some reason it just plays the "denied" audio file every click yet I can pick up and use potions no problem.....not sure why, any ideas? Two final things: I am noticing is that there is a bunch of squares (like the equipped items screen) that is always showing on the right side of the screen while playing, is there a way to get rid of that? Last but not least is there a way to change the assigned hotkeys? Do not mean to sound demanding just trying to get to the points so I do not waste your time
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Post by jtownsend1190 on Jan 3, 2015 3:25:32 GMT 1
bump!
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Post by jtownsend1190 on Jan 3, 2015 19:19:21 GMT 1
Since I have not even received a "no" for an answer, is it safe to assume this board is no longer maintained?
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Post by Super Admin on Jan 3, 2015 20:29:24 GMT 1
Hi jtownsend and everyone, sry for my delay, hollidays, some job issues.... Ok so i post something about new update right now and you can check it, i am working on new unity 4.6 UI update and this will be totally different compare to last version so i can't actually answer to your question because system now works differently then before. I guess that new inventory i am making with new UI will be compatible with almost any system that uses new UI so UFPS will be one of them i guess. So thank you for understanding and have little more patient if you wish to use new squarebite inventory system, can't wait to finish it Cheers!!!
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Post by jtownsend1190 on Jan 3, 2015 21:07:28 GMT 1
Sounds great In the mean time though is there any of my original question that could be answered for now while I wait? Just so I can keep moving forward with development on other aspects, e.g. aligning weapon camera (can not do this until picked up objects can be equipped to their set containers. If I may make a suggestion, on the new one even if you do not use UFPS (I would though as it is the most used FPS asset for unity not to mention the character "hero" is already modeled for both first and third person views) could you possibly include both the third person character as well as a first person so it is a "one inventory fits all" kind of situation, or if your looking to monetize rather than gain a larger fan base, you can even sale a "add on" for the system. If you did that for your current version I would buy it today lol.
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Post by Super Admin on Jan 4, 2015 17:11:47 GMT 1
That idea for UFPS is great one, when i finish with this i can add some support for UFPS, i have to get UFPS first and explore it a bit Who knows in future what is going to be Also i plan to create some dialogue system that will be easy to use but great, it will be done after this update so stay tunned and cheers!!!
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Post by jtownsend1190 on Jan 4, 2015 20:11:30 GMT 1
Awesome, is this update already in works or just planning? Do you happen to have an alpha or beta release date in mind?
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Post by Super Admin on Jan 4, 2015 23:06:12 GMT 1
It is in progress, just started to wrap things up and to think/plan how to develop everything that will work with new UI. Will have to change GUIDE as well and to create new videos about using new system. So version 4.0 will be done i hope in a month, maybe a bit earlier if no future delays but it will probably take more then a month, cause always some unpredictable things happen Cheers!!!
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Post by jtownsend1190 on Feb 4, 2015 4:09:40 GMT 1
Just popping in as it has now been about a month and seeing if anything has came along? I am waiting like a kid waits for Christmas on Christmas eve. I am hoping you where able to resolve with a FPS camera, preferably be the first out there to be compatible out of box with UFPS?
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Post by Super Admin on Feb 4, 2015 10:35:59 GMT 1
Hi, about the update progression you can read more in Announcements section, have a few issues inventory related and i have to finish that update soon. Will see about ufps, but i suppose since new update is with new UI you will be able to manage things up with fps games. Lot of things will be changed, basically everything Cheers!!!
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zax
New Member
Posts: 30
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Post by zax on Feb 18, 2015 21:34:10 GMT 1
Hey Everyone! Been gone a while but catching up on the forums here and saw the problems with the updates. I now have the updated version of UFPS and Our Updated inventory system here and have tweaked out those issues as well. First its easier to just upload the script then to explain so I have attached it at the bottom of this post. Simply replace your vp_FPInput.cs script with the one below. Its found in the folder UFPS\Base\Scripts\Gameplay\Player\Local. All I did was same as before (Commented out the cursor control on click) The updated format is slightly different but the concept is still the same. I have a modified version of the UIRoot prefab as well but could not upload as this forum has a 1 mb upload limit. The UI ROOT prefab is about 2.8 megs. If admin will give me an email Ill email it to you and you could load it here for people to use or include it in your UFPS Update.
So Ill try to explain how to modify the FSM below:
IN THE UIRoot PREFAB:
Under INVENTORY FSM:
State: Inventory Is Open Add scale time action (And set to 0) Add Set Mouse Cursor (Leave boxes blank)
State: Hide Inventory Add scale time action (And set to 1) Add Set Mouse Cursor (Check both Hide and Lock Cursor boxes)
Under PLAYER STATS GUI:
State: Show Player Stats Add scale time action (And set to 0) Add Set Mouse Cursor (Leave boxes blank)
State: Hide Player Stats:
Add scale time action (And set to 1) Add Set Mouse Cursor (Check both Hide and Lock Cursor boxes)
Under MAIN MENU:
State: Check and Scale Time: Add Set Mouse Cursor (Leave boxes blank)
State: Resume Game: Add scale time action (And set to 1) Add Set Mouse Cursor (Check both Hide and Lock Cursor boxes)
Also don't forget to add your player FSM to your UFPS Player (I'm using the HD but should be the same setup for the other UFPS players as well.) In that player FSM the enable and disable mouse movement states are no longer used. Be sure to disable (Uncheck or remove) the scale time and set mouse cursor actions in both those states. Everything else in those states deals with animations that will not affect the UFPS players at all so they can be left alone or disabled.
Also in your playmaker GUI in your scene be sure that the control Mouse Cursor box in the inspector IS checked for this solution to work.
Here is the updated input script: vp_FPInput.cs (15.5 KB)
Hope that helps folks. As always I'm loving working with the Squarebite Inventory and the UFPS system. Together they make for a complete package that's for sure! On a side note I just completed the ZXE Mission/Quest Kiosk which will be hitting the Asset store in a few weeks as soon as the tutorial series is finished. It is a very easy to use and easy to customize Mission/Questing system done entirely in Playmaker. My current project is now building a RAIN Based AI system for bad guys that will truly work with any system.
Have fun everyone and if you have questions feel free to post.
Zax
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