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Unread 06-03-2005, 12:30 PM
Lange Lange is offline
A Griffon
Interface Author - Click to view interfaces
 
Join Date: Oct 2004
Posts: 101
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OP, it sounds like depechenode has you covered.

I think I will try to tackle the equipment swapping / activatable mini-inventory though if that would interest you too. It's going to be a busy weekend but I've been thinking about making a working mini-inventory with swap capability for a while now.

If anyone with more ability than me wants to tackle this first, it looks like there isn't actually any dynamic data in the bags, themselves. The bag slots appear to be referenced by name as "Slot xx" going from left to right, then down. xx ranges from 0 to 35

Bags appear to be referenced first by the DynamicData "/GameData.Items.Inventory" and then by a name as well using the format "InvSloty". y ranges from 0 to 5

The slots I plan to link to are:
activatable1 and /GameData.Items.Inventory - InvSlot0 - Slot 0
activatable2 and /GameData.Items.Inventory - InvSlot0 - Slot 1
primary and /GameData.Items.Inventory - InvSlot0 - Slot 2
secondary and /GameData.Items.Inventory - InvSlot0 - Slot 3
ear and /GameData.Items.Inventory - InvSlot0 - Slot 4
ring1 and /GameData.Items.Inventory - InvSlot0 - Slot 5
ring2 and /GameData.Items.Inventory - InvSlot0 - Slot 6
ammo - /GameData.Items.Inventory - InvSlot0 - Slot 7

The biggest potential problem will be crashes if InvSlot0 is empty or if the container there has too few slots.

Last edited by Lange : 06-03-2005 at 12:47 PM.
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