Inventory - differently
Posted: Sun Aug 20, 2006 1:23 am
I have another question
I have a game that supposively will rely on the use of "tools" quite a bit. You can relate the idea to old point and click adventures like "Kings Quest" and "Maniac Mansion" type of games.
To a certain extent the existing weapon system works. I have a few problems ... I was wondering if some of you can suggest solutions for given problems.
Pros
Allows me to equip any given tool.
I've writen a script so I can cycle through my slots using the TAB key which is what I want. (would allow for more than 10 slots)
Cons/Problems:
Only 10 Slots are allowed, if my script looks for slot 10 the game crashes.
I can't figure out a way to check if a slot is empty.
I can't figure out a way to check which current slot is active.
I have a game that supposively will rely on the use of "tools" quite a bit. You can relate the idea to old point and click adventures like "Kings Quest" and "Maniac Mansion" type of games.
To a certain extent the existing weapon system works. I have a few problems ... I was wondering if some of you can suggest solutions for given problems.
Pros
Allows me to equip any given tool.
I've writen a script so I can cycle through my slots using the TAB key which is what I want. (would allow for more than 10 slots)
Cons/Problems:
Only 10 Slots are allowed, if my script looks for slot 10 the game crashes.
I can't figure out a way to check if a slot is empty.
I can't figure out a way to check which current slot is active.