Sure - here's a tutorial for setting up inventory containers and a menu for them.
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Ok, awesome, I did the tutorial and all seems to be working, thanks again. I have a couple more questions, however.
1. When I select the "use" button, another menu pops up with two blank buttons. These I believe are confirmation buttons "Yes" and "No". Where would I find these buttons and set the text for them?
2. The grenade functionality from the action tutorial works well but how do I change this so that the grenades can be equipped before being used? Left hand for example, if I use the grenade from the "Use" button, it just drops at the player's feet and is not thrown. Also when I do use the grenade as per the action tutorial, the numbers go down by 2. Throw one grenade, and it subtracts 2 from the inventory.
3. Lastly, is this the same setup for showing equipment or a different setup? I Would like to have the equipment shown in the inventory as another tabbed page. Eventually all panels as tabs whether quests, equipment slots and stats for example.
Greed is not sustainable without elements of human suffering.
1) Usually that's not the case - did you by chance enable using a sub menu in your inventory container menu? Or it could be the combatant selection to select the target for using the item, which is set up in UI > Combatant Selections
2) Items can't be equipped, so you'd have to make a grenade equipment and use an ability instead of the item for using it. The grenade equipment can e.g. add the grenade ability as an equipment ability that's available while equipped.
An alternative setup would be to use shortcut slots, i.e. the grenade item is assigned to a shortcut slot and your control maps use shortcut slots, i.e. whatever item or ability (or other thing) is currently stored there.
3) Inventory menus (doesn't matter if regular or container) can only show inventory content, i.e. items, equipment, currencies, etc. You can't put stuff like quests in there.
You can build such tabbed menus by using either Button List or Menu List menu parts to change between different menu screens for showing inventory, equipment slots, quests, etc. The 3D RPG Playground tutorials have an extensive look at creating menus.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I have been bouncing between tutorials. Action Tutorial and the RPG Turn based tutorial. I started to set up the inventory from the Turn based tutorial so I think its something from that. I will check the areas you mentioned. Sorry for all the trouble.
Cheers and keep up the great work.
It may be better I think to just show grenades separately as shown in the RPG tutorial. I have seen a few games that do that.
Post edited by p4martin on
Greed is not sustainable without elements of human suffering.
Past question. Yes, the sub menu for target was set. However, now that I have removed it, nothing works. If I click the "use" button, nothing happens as with all the item choice buttons.
Still have not found out why 2 grenades are removed from inventory when used.
Greed is not sustainable without elements of human suffering.
Most likely something in your setup - e.g. if your grenade item is set up to be consumed on use and the schematic animating it is also removing a schematic from inventory (Remove From Inventory node), that's why :)
As for nothing happening - what's happening when you accept something in a menu screen is defined by the Default Action setting of the menu part (available for parts like Inventory or Ability). This would usually be set to Use, i.e. using whatever was accepted, which in turn would either use it directly or bring up a combatant selection to select who to use it on. Do you get any error or warning in the Unity console when accepting something in the menu screen? E.g. a warning that no UI box prefab was found and the UI box couldn't be created - that'd hint at no combatant selection being set up correctly yet.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
The first one is just a font issue and not really a bug - seems like you try to use an underline with a font that doesn't support it.
The 2nd error hints at a UI box not being set up correctly, either no UI box selected somewhere or the UI box not having a prefab selected. Based on the error, it's most likely coming from a durability notification (or notifications in general, check UI > Notifications).
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Okay, I'll keep that in mind. I have decided to start fresh. It seems that because I used parts from two different tutorials, I have kind of dug myself a hole.
So this time I will only do parts relevant to what I want.
Love the detail of the system but of course detail means complexity and a steeper learning curve. Ill get there just might ask a lot of questions.
Cheers keep up the great work.
On another note however, I wish to use classes in both male and female but want to have slightly different starting stats to reflect the differences for example. Is this doable or do I need to have both a male and female class? What would the best way to do this?
Greed is not sustainable without elements of human suffering.
The game I want to create is single player. How do I set up the inventory so it does NOT ask what combatant to use or attack. I just want to be able to equip or use an item for the player as there will be no "Group combatants". Use an item and it automatically assumes the inventory user.
Greed is not sustainable without elements of human suffering.
If it's your first run through tutorials, I'd recommend to go at one at a time before mixing things up. The tutorials of a series built on each other and can't be used on their own in many cases (e.g. as some setup from earlier tutorials would be missing).
As for male/female classes, if it's just for a different starting value but the rest is identical (e.g. same status development), you can do this in 2 ways:
1) Use separate male/female combatants that have individual initial status value setups. The class status stuff is just used on top of the combatant's anyway.
2) Use status bonus templates in your class and use a condition (e.g. checking for a variable or combatant type marking the combatant as male or female).
If the classes should have different status development based on male/female combatant, you'll have to use separate classes.
As for using without combatant selection, that can be set up in different places. First of all, the menu screen part you're using (e.g. inventory, ability) has the Target Range setting for this - change it to User and things will automatically be used on the user without bringing up a target selection. Additionally, item types and individual items/equipment/abilities can override this with their Own Menu Selection in their inventory settings.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Still not able to eliminate the character selection in inventory. It still shows up. If possible please show settings for this.
I wish to also have a Molotov. I will use the example from the tutorial (Grenade) this works. However, I wish to have the Molotov after the initial explosion to spawn a flame that will do damage over time to anything in the collider. How do I set the damage? The damage dealer only asks for an ability and not a status effect. How is this best accomplished?
1 throw Molotov is done. 2 Molotov explodes on contact is done.
I need help with
3 Molotov spawns a fire prefab that burns for 10 seconds and damages all units in the range including the player if too close. 4 trigger a fire particle on the affected units so they are on fire that will dissipate when they die or after so many seconds.
Sorry to bug you again. I Have to admit am now diving in to learn this system it's awesome.
Post edited by p4martin on
Greed is not sustainable without elements of human suffering.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
1. When I select the "use" button, another menu pops up with two blank buttons. These I believe are confirmation buttons "Yes" and "No". Where would I find these buttons and set the text for them?
2. The grenade functionality from the action tutorial works well but how do I change this so that the grenades can be equipped before being used? Left hand for example, if I use the grenade from the "Use" button, it just drops at the player's feet and is not thrown. Also when I do use the grenade as per the action tutorial, the numbers go down by 2. Throw one grenade, and it subtracts 2 from the inventory.
3. Lastly, is this the same setup for showing equipment or a different setup? I Would like to have the equipment shown in the inventory as another tabbed page. Eventually all panels as tabs whether quests, equipment slots and stats for example.
Or it could be the combatant selection to select the target for using the item, which is set up in UI > Combatant Selections
2) Items can't be equipped, so you'd have to make a grenade equipment and use an ability instead of the item for using it. The grenade equipment can e.g. add the grenade ability as an equipment ability that's available while equipped.
An alternative setup would be to use shortcut slots, i.e. the grenade item is assigned to a shortcut slot and your control maps use shortcut slots, i.e. whatever item or ability (or other thing) is currently stored there.
3) Inventory menus (doesn't matter if regular or container) can only show inventory content, i.e. items, equipment, currencies, etc.
You can't put stuff like quests in there.
You can build such tabbed menus by using either Button List or Menu List menu parts to change between different menu screens for showing inventory, equipment slots, quests, etc.
The 3D RPG Playground tutorials have an extensive look at creating menus.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Cheers and keep up the great work.
It may be better I think to just show grenades separately as shown in the RPG tutorial. I have seen a few games that do that.
Still have not found out why 2 grenades are removed from inventory when used.
As for nothing happening - what's happening when you accept something in a menu screen is defined by the Default Action setting of the menu part (available for parts like Inventory or Ability). This would usually be set to Use, i.e. using whatever was accepted, which in turn would either use it directly or bring up a combatant selection to select who to use it on.
Do you get any error or warning in the Unity console when accepting something in the menu screen? E.g. a warning that no UI box prefab was found and the UI box couldn't be created - that'd hint at no combatant selection being set up correctly yet.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
The character used for Underline is not available in font asset [28 Days Later SDF].
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
TMPro.TMP_Text:GetUnderlineSpecialCharacter (TMPro.TMP_FontAsset) (at Library/PackageCache/com.unity.textmeshpro@3.0.9/Scripts/Runtime/TMP_Text.cs:6081)
TMPro.TMP_Text:GetSpecialCharacters (TMPro.TMP_FontAsset) (at Library/PackageCache/com.unity.textmeshpro@3.0.9/Scripts/Runtime/TMP_Text.cs:6007)
TMPro.TextMeshProUGUI:LoadFontAsset () (at Library/PackageCache/com.unity.textmeshpro@3.0.9/Scripts/Runtime/TMPro_UGUI_Private.cs:574)
TMPro.TextMeshProUGUI:Awake () (at Library/PackageCache/com.unity.textmeshpro@3.0.9/Scripts/Runtime/TMPro_UGUI_Private.cs:121)
UnityEngine.Object:Instantiate (UnityEngine.GameObject,UnityEngine.Transform)
GamingIsLove.Makinom.UnityInstantiateSetting:Instantiate (UnityEngine.GameObject,UnityEngine.Transform)
GamingIsLove.Makinom.UnityWrapper:Instantiate (UnityEngine.GameObject,UnityEngine.Transform)
GamingIsLove.Makinom.UI.UnityUIHelper:CreateHUD (GamingIsLove.Makinom.HUDSetting,UnityEngine.GameObject,GamingIsLove.Makinom.UILayerAsset)
GamingIsLove.ORKFramework.UI.UnityUICombatantHUDSettings:CreateHUD (GamingIsLove.Makinom.HUDSetting)
GamingIsLove.ORKFramework.UI.CombatantHUDSetting:CreateHUD (GamingIsLove.Makinom.HUDSetting)
GamingIsLove.ORKFramework.UI.CombatantHUDInstance:CreateHUD (object)
GamingIsLove.ORKFramework.UI.CombatantHUDInstance:SetCombatants (System.Collections.Generic.List`1)
GamingIsLove.ORKFramework.UI.CombatantHUDInstance:TickVisible ()
GamingIsLove.ORKFramework.UI.CombatantHUDInstance:Open ()
GamingIsLove.Makinom.UI.HUDInstance:Tick ()
GamingIsLove.Makinom.UI.BaseUIHandler:Tick ()
GamingIsLove.Makinom.Maki:FireTick ()
GamingIsLove.Makinom.MakinomHandler:Update ()
// -------------------------------------------------------------------
Trying to create a UI box without a selected UI box.
UnityEngine.Debug:LogWarning (object)
GamingIsLove.Makinom.UIBoxSelection:Create ()
GamingIsLove.ORKFramework.NotificationControl:Create (GamingIsLove.ORKFramework.BaseNotification,GamingIsLove.Makinom.UI.UIContent,GamingIsLove.Makinom.UI.UIContent,GamingIsLove.Makinom.IPortrait,UnityEngine.GameObject,UnityEngine.Vector2)
GamingIsLove.ORKFramework.BaseNotification:CreateBox (GamingIsLove.Makinom.UI.UIContent,GamingIsLove.Makinom.UI.UIContent,GamingIsLove.Makinom.IPortrait,UnityEngine.GameObject,UnityEngine.Vector2)
GamingIsLove.ORKFramework.DurabilityNotification:Show (GamingIsLove.ORKFramework.Combatant,GamingIsLove.ORKFramework.EquipShortcut,single)
GamingIsLove.ORKFramework.Combatants.CombatantEquipment:Equip (GamingIsLove.ORKFramework.EquipmentSlotSetting,GamingIsLove.ORKFramework.EquipShortcut,GamingIsLove.ORKFramework.Combatant,GamingIsLove.ORKFramework.Combatant,bool)
GamingIsLove.ORKFramework.CombatantAccessHandler:Equip (GamingIsLove.ORKFramework.Combatant,GamingIsLove.ORKFramework.EquipmentSlotSetting,GamingIsLove.ORKFramework.EquipShortcut,GamingIsLove.ORKFramework.Combatant,GamingIsLove.ORKFramework.Combatant,bool)
GamingIsLove.ORKFramework.Combatants.CombatantEquipment:EquipAccess (GamingIsLove.ORKFramework.EquipmentSlotSetting,GamingIsLove.ORKFramework.EquipShortcut,GamingIsLove.ORKFramework.Combatant,GamingIsLove.ORKFramework.Combatant,bool)
GamingIsLove.ORKFramework.StartEquipment:EquipOn (GamingIsLove.ORKFramework.Combatant)
GamingIsLove.ORKFramework.Combatant:Init (int,int,GamingIsLove.ORKFramework.Class,bool,bool,bool,bool,bool,bool)
GamingIsLove.ORKFramework.CombatantAccessHandler:CreateInstance (GamingIsLove.ORKFramework.CombatantSetting,GamingIsLove.ORKFramework.Group,bool,bool,int,int,GamingIsLove.ORKFramework.Class,bool,bool,bool,bool,bool,bool)
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode:Execute (GamingIsLove.Makinom.Schematics.Schematic)
GamingIsLove.Makinom.Schematics.Schematic:ExecuteNextNode ()
GamingIsLove.Makinom.Schematics.Schematic:Start ()
GamingIsLove.Makinom.Schematics.Schematic:PlaySchematic (object,GamingIsLove.Makinom.Schematics.ISchematicStarter,object,object,bool,GamingIsLove.Makinom.MachineUpdateType,int)
GamingIsLove.ORKFramework.Components.ORKGameStarter:UseStartOptions ()
GamingIsLove.Makinom.Components.GameStarter:LoadProject (GamingIsLove.Makinom.MakinomProjectAsset)
GamingIsLove.Makinom.Components.GameStarter:Awake ()
The 2nd error hints at a UI box not being set up correctly, either no UI box selected somewhere or the UI box not having a prefab selected. Based on the error, it's most likely coming from a durability notification (or notifications in general, check UI > Notifications).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
So this time I will only do parts relevant to what I want.
Love the detail of the system but of course detail means complexity and a steeper learning curve. Ill get there just might ask a lot of questions.
Cheers keep up the great work.
On another note however, I wish to use classes in both male and female but want to have slightly different starting stats to reflect the differences for example. Is this doable or do I need to have both a male and female class? What would the best way to do this?
As for male/female classes, if it's just for a different starting value but the rest is identical (e.g. same status development), you can do this in 2 ways:
1) Use separate male/female combatants that have individual initial status value setups. The class status stuff is just used on top of the combatant's anyway.
2) Use status bonus templates in your class and use a condition (e.g. checking for a variable or combatant type marking the combatant as male or female).
If the classes should have different status development based on male/female combatant, you'll have to use separate classes.
As for using without combatant selection, that can be set up in different places. First of all, the menu screen part you're using (e.g. inventory, ability) has the Target Range setting for this - change it to User and things will automatically be used on the user without bringing up a target selection.
Additionally, item types and individual items/equipment/abilities can override this with their Own Menu Selection in their inventory settings.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you.
I wish to also have a Molotov. I will use the example from the tutorial (Grenade) this works. However, I wish to have the Molotov after the initial explosion to spawn a flame that will do damage over time to anything in the collider. How do I set the damage? The damage dealer only asks for an ability and not a status effect. How is this best accomplished?
1 throw Molotov is done.
2 Molotov explodes on contact is done.
I need help with
3 Molotov spawns a fire prefab that burns for 10 seconds and damages all units in the range including the player if too close.
4 trigger a fire particle on the affected units so they are on fire that will dissipate when they die or after so many seconds.
Sorry to bug you again. I Have to admit am now diving in to learn this system it's awesome.