Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "Talk:How to Make an Inventory"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Error In Code - Discuss?)
 
(lack of quality)
 
(One intermediate revision by one other user not shown)
Line 33: Line 33:
  
 
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. [[User:GearType2|GearType2]] 10:51, 17 May 2008 (UTC)
 
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. [[User:GearType2|GearType2]] 10:51, 17 May 2008 (UTC)
 +
 +
=== Absolutely correct! ===
 +
 +
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==
 +
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 [[Project:basic procedures|basic procedures]]. —[[User:Wormbo|Wormbo]] 14:22, 14 December 2008 (UTC)

Latest revision as of 08:22, 14 December 2008

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)