The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Talk:How to Make an Inventory
Current Issues with Tutorial[edit]
Hello. I found this tutorial helpful, but following the tutorial exactly as shown(while replacing the mesh with something like the healthpack mesh) will not compile.
Current Code:
class PickupItem_NewItem extends UTPickupInventory; defaultproperties { InventoryType=class'NewItem' Begin object Name=BaseMeshComp StaticMesh=StaticMesh'folder.folder.NameofMesh' scale=1 Rotation=(pitch=16384, yaw=0, roll=0) End Object }
Proposed Change:
class PickupItem_NewItem extends UTPickupFactory; defaultproperties { InventoryType=class'NewItem' Begin object Name=BaseMeshComp StaticMesh=StaticMesh'folder.folder.NameofMesh' scale=1 Rotation=(pitch=16384, yaw=0, roll=0) End Object }
Changing what the line is extending from makes the code compile, and show up in the browser. I will give this a few days for discussion in case I am wrong and someone would like to point this out. If no one says anything(or changes it themselves) I will do so. GearType2 10:51, 17 May 2008 (UTC)
Absolutely correct![edit]
Hi,
It's nice to see that my tutorial helped.
The change from UTPickupInventory to UTPickupFactory would work fine too.
I created my inventory purely from imported meshes from 3DSMax, so I guess that is why the UTPickupInventory worked. :) I had played around with the UTPickupFactory and it didn't work for me! It may have something to do with built-in meshes compared to imported meshes - I'm not sure.
Good luck!
Izanagi
Wikification[edit]
This page is currently an orphan (no links to it) and is poorly formatted. Also, it is much of a stand-alone tutorial. Many things described here should be extracted to more generic tutorials or even basic procedures. —Wormbo 14:22, 14 December 2008 (UTC)