Author Topic: Inventory system help  (Read 1292 times)


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Inventory system help
« on: August 04, 2014, 06:16:24 PM »
[This  probably relates to NGUI 3&2]
First of, im not good at programming[willing to learn some tough] and i use playmaker mainly[ did learn allot from it that i'm actually applying to scripts].

So i'm making a mech game and was searching for a inventory/equipment menu that i could use to attach weapons to my mech( Just like mechwarrior/mwo).
The example provided with NGUI seemed to good to be true. And it is indeed good, but limited.
My mechs basically have 2 kind of slots(or more,but thats for something later) weapons and rockets.

How the example is setup now is that each item is paired with 1 slot.
Boots go into boots ect.

What i want to do is have multiple weapon slots/rocket slots on a mech and have a gui representing those slots.
And thats where the limitation is.
If you assign an item to a slot name, it will equip on all slots with that name.
I just want to have it like: drag weapon A into slot 1 or 2 or 3 and not all at the same time.
Just like left leg,right leg,left arm,right arm ect.(cant think of any RL examples apart from mechwarrior and heavy gears atm).

Is this possible?
If so, whats the best approach? And if you want to, help.

I'll be sure to share the final scripts if i( or we) succeed so anybody that needs it can use it.


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Re: Inventory system help
« Reply #1 on: August 05, 2014, 01:09:46 PM »
Keep in mind NGUI is a UI system, not an inventory system. The inventory system is just an example of how UI can be used in that situation.

That said, all you need is to have separate slots. While they may accept certain types of items (rockets for example), they should still be different inventory slots. For example, in Windward 1 I had 2 ammo slots -- Primary and Secondary ammunition. They both accepted Ammunition type items, but were unique slots.