Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "Talk:How to Make an Inventory"
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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) | ||
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+ | == 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 |
Revision as of 23:28, 17 May 2008
Current Issues with Tutorial
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!
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