Are we to forever have George Stobbart pockets, or is there some way we can have a limited inventory, therefore forcing the player to use containers to store items? I don't mean anything too complex like weight limits or anything, just a very simple, early-Resident Evil-like grid, where one item takes one grid space, for example. I didn't find anything about this in the manual or tutorials, but apologies if there is & I missed it.
Thanks
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Ok, I've set up the two variables maxInventory (with an integer of 12) and currentInventory.
I've now started making an ActionList that starts with a Variable Check, that compares the two variables. If the condition is met (current less than max) then continue to an inventory add object action. If condition is not met, then stop.
I'm not sure if I'm doing this right, though. Currently in my scene I have a regular setup with a hotspot that adds an item to the inventory.
This can't be right though, it's not checking the variable, and also what about later on if the player decides to store the item in a container?
I'm struggling with the specifics.
Ok, it is definitely working - the variable is being checked and compared to the max inventory, then adding 1 to current if it is picked up. I also have it printing text to the screen when the inventory is full - works like a charm, so thanks a lot for the help.
However, this is all through actions created in each hotspot for each item - I'm not actually making use of the Action List Asset that I made earlier, that's supposed to make use of parameters.
(I wasn't sure how to upload screenshots btw)