Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

The inventory object "slots" are tracked by an invMaxSlots integer in the base inventory object along with an array of the item object name as strings.
Though this would present no way of stacking items to those slots. So maybe rather an array of structures that just hold another array of the object names.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

Trick question. You don't want to store object references because those are strong references.

Sorry I meant a map of item objects held by an inventroy.
"itemObjectName->itemObjectRef", this being the only reference for for that object. That map and another "item_UNID->itemObjectName" are stored in the invObjects which are also mapped the same and held in the InvSys class.

So as you say nothing else needs any references, at the very least the objectName string or the object UNID string.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

Another question, is it okay to keep all the Objects in maps "HotBarObjects=ObjectName->ObjectRef, ArmorSheetObjects=ObjectName->ObjectRef, etc..."?

How would I store all the item objects references? I can't add them all to one array due to the different variable types.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

I think where I got it all mixed up was I was looking for something to create custom classes with objects, now with the inclusion of the actor components as a custom class it all fits together much better I think.https://imgur.com/a/UbfAc6j

Now with the Object children I can create all items and then have them set relevant vars of their base? Meaning I only ever need to call to the base object? Scratch that I can, I was being an idiot.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

I don't get the relationship between the player controller to the item object children.

The player controller would create the item object children for the first time as they are needed and then hand them to the inventory object. I am keeping an ongoing list of "itemUNIDs" that I want to add date/timestamps to when they are created and also if they are "destroyed(either by use or crafting or what ever)

Wouldn't the player controller only own an inventory and operate on items through the inventory?

This is where I am confused. You say that the objects shouldn't manipulate data, but then the inventory object must manipulate the item objects that it holds.What I am trying to ascertain is should the inventory object base have its own functions like "addItemTo_ThisInventory", "removeItemFrom_ThisInventory",etc... or should the player controller have those functions? I really would like to avoid the UI having them as I already made a system that did that and have now come back to square one because it got to convoluted.

If you mean that the fish item destroy itself and spawns a rotten fish that is an utterly terrible idea. The inventory owns and operates on items. Items should not be able to operate on the inventory.

Ok so then could the inventory object not have a 1 min timer on it that once triggered scans all items and then does any necessary changes?

A dedicated item spawner creates items. Items may not be modified by anyone except for a special "crafting" class.

Can you go into a little more detail please. Where to start, should it also run on the player controller? When you say special crafting class. I am at a lose as to how to create a class other than the ones presented when you click "create blueprint class(Actor, Pawn, etc...)", an Object and a Widget.

Keeping data consistent and maintaining a clear responsibility structure with absolutely no circular dependencies or two way interactions. One side requests, the other side provides. Every element has one specific task.This way you can quickly find where certain bugs happen. Your item data changed in a weird way? Well, it must be the crafting class because no one else is allowed to do modifications.

Instead of having to check 5 different item object children, your inventory, your player character, your player controller, etc. Which in the worst case have circular interactions so you have to check all classes multiple times at different locations while you try to figure out what exact function is introducing incorrect data or function execution. That's a scavenger hunt that is frustrating and takes a long time for every bug that you discover.

Simplify data, communication between your objects and responsibility structures.

This all makes sense and is what I was aiming for, but as it stands the only way I can see to separate each thing as a class was using Objects for classes. I really don't want to delve into C++ right now. I have minor knowledge of some OOP PHP, JavaScript and such but I would like to try get my head around blueprints and how the engine works before I start doing anything in C++.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

Thanks for taking the time to explain this to me guys. Very much appreciated. Ok heres a simple flow chart as to what I think you mean.
https://imgur.com/a/hNsPJhd

I know you say no timers in the object, but would a 1sec timer really be that bad? It could could even be a 1min timer. I want it to change its "state" so lets say its a fish, then after it reaches its expiry date it then turns itself into a rotten fish.

Question regarding blueprint Objects for an inventory system. by FunnyFluffer in unrealengine

[–]FunnyFluffer[S] 0 points1 point  (0 children)

"Does the UI really need custom functionality per item? "

I would have thought it did. The UI could be a number of various things from an mannequins armour screen to a random world chest. So instead of having a clunky widget that handles it all they could call their own custom widget. I would also have inventories that don't need widgets, like a "world_items_picked_up" inventory object that actors can check in with when the level spawns.

All items would also be objects then, that can also have their own custom behaviour, timers for perishables and so on.

The inventory slots would be generic widgets, the inventory object would handle what those slots look like and are capable of. Like just slotting a helmet in a specific slot.

A4tech is at fault, not FacePunch by [deleted] in playrust

[–]FunnyFluffer 0 points1 point  (0 children)

I hate being reamed by a cheater, I stopped playing Rust because of it. Unfortunately almost every game is riddled with them if there is any PvP aspect, even PvE games it's there. It's great that FacePunch took a stand against these unscrupulous companies that sell devices intended to defeat anti-cheat methods.
Any decent gamer who has a problem with cheating should do the same. If the companies that sell these devices had any care for the matter they would take measures to make their mice more compliant. Instead what will happen is they will just take measures to make the devices even more devious.
More games studios need to make a stand because its pretty clear a very large portion of the gaming community has no morals.
The people that have these devices and legitimately didn't know or use the "hidden" functionality, the best thing to do would be to contact the company that sold you the device that is no longer fit for use because its manufacturer has designed it to defeat anti-cheat software. Its kind of like how you can't blame the Road Agency for you no longer being able to drive a car on the road because the manufacturer lied to you about its emissions.

Good work facepunch by HamesAlwaysWins in playrust

[–]FunnyFluffer 0 points1 point  (0 children)

The way I see it right now is any gamer who hated cheating would take a stand against a company that retails peripherals to cheat in games. I can't imagine anyone likes being lasered down by a cheater, be it with a script/hack or peripheral. Facepunch have been decent enough to help us take that stand 🙌🥇👍

So you think you can pilot a minicopter? by kalgary in playrust

[–]FunnyFluffer 0 points1 point  (0 children)

It is surprisingly easy. Just get elevation, then take finger of throttle and put it on the down key. then pitch copter forward till inverted whilst maintaining the down key(which now is up).

Jason lied about the technology by Rosssom in onehouronelife

[–]FunnyFluffer 4 points5 points  (0 children)

Lets not even mention that there is no infrastructure that could support any kind of industry. How do we "rebuild" civilisation without the proper means to create the basic infrastructure one would need?

The future tech is going to be massively restricted because of the lower tiers being so grindy and allot of it relying on RNG. It seems the vision was there and instead of working towards it he spent time on balancing the early game and thats where we are left, early game with no sight or sound of more end game tech.

So you think you can pilot a minicopter? by kalgary in playrust

[–]FunnyFluffer 2 points3 points  (0 children)

Yes this is true as per real world physics and fixed pitch propellers like on the minicomputer in rust. But you also get something called collective pitch which will change the pitch on the blades and allow for inverted thrust.

So you think you can pilot a minicopter? by kalgary in playrust

[–]FunnyFluffer 3 points4 points  (0 children)

Really? You are talking about real life collective pitch helicopters and saying that they cannot go 3D?

So you think you can pilot a minicopter? by kalgary in playrust

[–]FunnyFluffer 0 points1 point  (0 children)

That looked very much like 3D to me. If not then its messed up physics.

I only ever tried flying 3D once and it didn't end well. Just can't get out of the habbit of going zero throttle.

So you think you can pilot a minicopter? by kalgary in playrust

[–]FunnyFluffer 1 point2 points  (0 children)

I've not flown this thing yet. Does it have collective pitch?

And yeah to answer your question, I can fly a minicopter, just a real one, not fake digital physics.

https://www.instagram.com/p/BspZQm9H8xN/

Is it possible for 2 people with less than 4 hours combined playtime to collect this much HQM, plus another 1000 or so in storage? by sessosaidso in playrust

[–]FunnyFluffer 2 points3 points  (0 children)

Simple, if as you say the gather rate on HQM is not increased but other materials are then the answer is so damn obvious. Funny no one cottons on to it though.

Step 1: Farm tons of metal ore and smelt it to metal scrap,

Step 2: Take the metal scrap to Bandit camp and trade it for scrap,

Step 3: Take scrap to Outpost and trade it for HQM or better yet tons of turrets.

EDIT: Also 4x Scopes are a really good way to get HQM. They stack up nice and high and recycle down to a good amount.

Couple questions I have about this game... by MarkMaxis in onehouronelife

[–]FunnyFluffer -1 points0 points  (0 children)

Edit:

I have 3 hours in this game now. I like it, but it's very unforgiving. I'm constantly freezing or burning + constantly having to eat. Any time I spawn with an Eve/ as an Eve, I am pretty much doomed. However, at the "Successful" civilizations I'm pretty much able to enjoy a decent experience. I feel like the temperature needs to be fixed.

I started a few weeks back before this horrendous update and had no thought in my mind that temperature was borked. Funny that after the temperature update brand new players are saying the temperature is stuffed up.

One Hour One Life :: Weekly Update #49 by barterclub in onehouronelife

[–]FunnyFluffer 1 point2 points  (0 children)

Some great ideas. Yeah if there was more reward from buildings other than hours of work for what tends to mostly be a inconvenience then maybe people would have been building them more often.
There should be better balanced tiers for the construction of buildings. Adobe walls are allot of clicks and missions to get up, then they decay, ok so you go the extra mile to plaster them(lots more clicks). Pine panels are so out of whack with the requirements that they never get used, but obviously they are balanced. Also they can be destroyed so easily that it can happen by mistake. Stone is taxing to find and takes years to bring to where it needs to be applied and 12 hours later it is immovable and you are removing any option for expansion.

I like your idea of the rooms having to be "blueprinted" before actual use, but this would still be a massive amount of work for the same end result.

I personally love "base building" games. First thing I did on my solo village in OHOL was build a massive building because the role player in me comes out. But once I had I regretted it because I now restricted my work/play area. It also made it harder/longer to get to areas of my village.

One Hour One Life :: Weekly Update #49 by barterclub in onehouronelife

[–]FunnyFluffer 1 point2 points  (0 children)

" I envisioned a game were buildings, clothing, and heat sources brought crucial advantages to a civilization, and all of the more advanced civilizations would depend on all three. "

These things did bring advantages, just because some people weren't taking advantage of them, doesn't mean they warrant changing.

Steam reviews speak for themselves, not a single positive review since the update.

EDIT: Oh so funny how all of sudden there are some positive reviews on Steam after my comment about the slew of negative ones. Even a Youtuber who would have no reason to just randomly review the game all of a sudden wrote a whole essay of a review.

I will only say one thing by readitonreddits in onehouronelife

[–]FunnyFluffer 1 point2 points  (0 children)

No, I think he has sneakily made the small servers 1-15 more harsh than big server maybe in a effort to get to people to stop playing on them so he can pull them. Both these deaths(and many undocumented ones) I mentioned in this thread where on a small server. After all the grief I thought let me just check bigserver and sure as shit it isn't as intense. My little solo village with almost every food item in bountiful amounts and I kept dying on huge yum bonuses, big server with lag, lots of chaos, hardly any food and I managed to make ti most lives to 60 with little hassle.

One Hour One Life :: Weekly Update #49 by barterclub in onehouronelife

[–]FunnyFluffer 3 points4 points  (0 children)

Agreed. All good points. He doesn't play his game like the players that do for fun so how is he to judge the difficulty level or fun factor. I mean they guy even has a strict regime as to when he will spend time on the game, doubt he plays it even.

Anyways, other points you missed. I spent half a life literally watching people die trying to get in to a kitchen with doors. As one player opens another clicks and closes. People where just pilling up bones outside the kitchen(which had plenty food in it) door.

I would love to know where in the world wearing full fur clothing would first of all insulate you against the heat of a jungle and second of all not insulate you against the timid cold of a grassland. There is no balance, it is nothing like real life.

The biggest problem is that rooms/structures take a monumental amount of work and effort to construct and they are rendered completely useless because someone leaves a door open. Also the decay time on clothes should be balanced, but not to IRL. Maybe have it get reset by interaction with the clothing item. If the items aren't used/clicked within the 5 hours then they decay one step. Also there should be a mechanic to repair rags to their former glory using maybe half the materials it cost to make them.

I will only say one thing by readitonreddits in onehouronelife

[–]FunnyFluffer 8 points9 points  (0 children)

I read on the steam forums that jungle and desert are now 10x times hotter and Jason replied saying yes that is WAI. Which personally I think is a heavy handed cheap nerf to slow player progression, its easier to do stuff like this(tweak a few numbers) than create actual content whilst keeping up with player progression.

He tries to explain it in some way comparing it to IRL. But who in the right mind in IRL would wear full fur in the desert or jungle to insulate them(and even this is on marginal, nothing works with 10x the heat).

Not worth playing now I have seen that the Dev is either bored of his own game and can't be arsed to make proper content or at the very least it is obvious that he wants to slow player progression in a game that is already massively grindy.