Game Development Community

New Inventory System Tutorial

by Tim Newell · in Torque Game Engine · 01/10/2002 (4:09 am) · 4 replies

I just posted a new tutorial, here is the synopsis for it:

Quote:
This is an Inventory Manager that is written in C++, contained in the Player class and accessed and manipulated through scripts. This tutorial covers adding it to your engine and modifying the scripts to use it instead of the scripted inventory system.

Since it hasn't been approved yet here is a link to it:

Inventory Manager Tutorial

I'll have an updated version of Inventory v2 (it will be called Inventory v3) that will use this new system.

If you see any bugs or have any comments, suggestions, all that good stuff let me know.

#1
01/10/2002 (12:08 pm)
What's the difference between the Inventory Manager and the Inventory v#?
#2
01/10/2002 (1:23 pm)
The Inventory Manager is a replacement for the scripted Inventory system that was put in by GG. The old system was in scripts only and made passing inventory data to the client harder, so this new system fixes that. This is not an Inventory Popup so after doing this tutorial you will see nothing different than from the CVS build but it will be doing things differently in the background. This is groundwork for things like the inventory popup to make it easier and more useful.

-Tim aka Spock
#3
01/10/2002 (5:05 pm)
Just posted Inventory v3. This is Iventory v2 but it uses the new Inventory system.

It can be viewed at Inventory v3

-Tim aka Spock
#4
05/13/2006 (12:15 pm)
Hi Tim.

I'm having some problems to implent your inventory v3 in TGE 1.3...

I'm not a programmer, I'm just a designer, bur I'm trying to learn something about torque code and scripts.

The problem I'm having is in resManager. When I compile, I got the follow error:

'ResManager::createResource' : function does not take 1 arguments

Thanks in advance.