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Template RELEASE 8.0.0a - Inventory and Weapon Modding (ICWM)

Discussion in 'Tools In Progress' started by HeyMyNameIsVoo, Mar 15, 2017.

?

Are you waiting for an asset?

  1. Yes

  2. No

  3. I'm not waiting, but following

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  1. TacoPlayStudio

    TacoPlayStudio

    Joined:
    Jan 12, 2013
    Posts:
    187
    Okay, I asked because I thought it was on your roadmap, but I can implement that.
    But thanks for the answer.
    I bought it and I'm enjoying it, keep up the good work.:)
     
  2. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    RoadMap

    Thanks!
     
    TacoPlayStudio likes this.
  3. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    HELLO

    Update soon.
    I need to fix some bugs and update the Documentations.

    "just go and watch the video"


    Kind Regards,
    MyNameIsVoo
     
    julianr likes this.
  4. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,196
    Can you find items without going into the full inventory? So just the Search for Items window appears, then if you want the items you open up the backpack window to then drag and drop the items found from the loot window?
     
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  5. julianr

    julianr

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    Is there also player vitals implemented? I'm looking at using this asset now - purchased it a while back - so you get food/water/health depletion, then consume water/food/health packs in to increase vitals?
     
  6. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,196
    A few suggestions for the Shop ... when you buy an item, it should run auto update (not a manual update) to add it to your inventory. This way you'll not need that button - its just another step when you are in a combat situation - quickness is the key. Take Modern Warfare - when you upgrade your ammo/weapons for instance, you have about 15 seconds before the next attack wave.

    Buying items shouldn't be random on the shop - you should specify, unless random at first creation, as currently I can go in and back out of the shop several times to get different items. It should have a stock level that reduces and saves after each buy/sell.

    When you sell stuff it goes nowhere? it should go in the shop that you are selling it to for the Sell it price, which may be different from the Buy it price. Which then updates the shop, and saves each shop with its own save system.
     
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  7. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hi. My congratulations!

    Why not? I can find everything in the scene or in the inventory. I know where there are located and therefore I can find any items that I need!

    "then if you want the items you open up the backpack window to then drag and drop the items found from the loot window?"

    I don't understand why need to open Inventory when the Inventory is opened automatically when the loot window is opened. Or maybe I do not understand you correctly?

    "Is there also player vitals implemented?
    I'm looking at using this asset now - purchased it a while back - so you get food/water/health depletion, then consume water/food/health packs in to increase vitals?"


    ICWM includes a simple version of the FPS player, you can only move, jump etc.
    If you want the player to consume some items, you need to create scripts or use other visual scripts (PlayMaker etc.).
    Any items you can assign consumption and then access it and perform different operations.

    I could do it, but I do not want to waste time on this now.

    Thanks,
    MyNameIsVoo
     
  8. julianr

    julianr

    Joined:
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    Posts:
    1,196
    No worries, I was just asking if it is possible to switch off each container. So only the loot is displayed without cutting off the whole screen to see what is going on elsewhere in the game. Then when you move away from the item range it will close the loot. Else its just a bit of a long process when you have several loot boxes in one area to go find, open inventory, drag and drop, close...move to the next.. when you could just search, loot inventory opens then click to take item.

    I didn't mean player vitals asset, but one that you have created. It just makes sense when having an inventory that has pickup items such as water/food to have at least a basic vitals system. For me its easy to implement or create your own, but will add value to your asset and will not require that much support other than leaving a space for when food/water is 0 to do damage to the player. The hard bit for a non-coder (which I am not) is adding another type for consuming drink/water.

     
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  9. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Thank you for your suggestions. I do not always see everything and I can make a mistake.

    "when you buy an item, it should run auto update (not a manual update) to add it to your inventory."
    I thought about it. I will certainly change it!

    "Buying items shouldn't be random on the shop - you should specify, unless random at first creation, as currently I can go in and back out of the shop several times to get different items. It should have a stock level that reduces and saves after each buy/sell."
    I did not think about it, I had to make sure that they appeared there and first made them randomly. I think that in future updates I will fix it!

    "When you sell stuff it goes nowhere? it should go in the shop that you are selling it to for the Sell it price, which may be different from the Buy it price. Which then updates the shop, and saves each shop with its own save system."
    Yes, they are deleted. I want to make a separate tab for the items sold, so that you can redeem them.
     
    julianr likes this.
  10. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,196
    Great! I am pleased that you are listening to feedback - it will help improve things. You don't need to take it all on board - but even if some of it is implemented/changed to make it better then it is welcome.
     
    OfficialHermie likes this.
  11. OfficialHermie

    OfficialHermie

    Joined:
    Oct 12, 2012
    Posts:
    576
    Yeah, @HeyMyNameIsVoo is the master of user feedback consumption! :) The way he listens is so good. I think the asset is so huge that it will take some time until EVERYBODY is perfectly happy, but it will become really successful.
     
    HeyMyNameIsVoo and julianr like this.
  12. tredpro

    tredpro

    Joined:
    Nov 18, 2013
    Posts:
    488

    I second this. He came back and messaged me over something a month after we discussed it to make sure everything going was still going well.
     
  13. PattyChabby

    PattyChabby

    Joined:
    Aug 14, 2017
    Posts:
    3
    Will the asset be on sale again? From other publishers I've heard that it boosts sales very much. Then you'll get more user feedback.
     
  14. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello everyone!

    Thank you guys.
    I give you a tool with which you can make your own project based on it.
    It is not necessary to use the original ICWM inventory styles or icons or textures etc. :) Make your own style or use ICWM style, at your discretion.

    "Will the asset be on sale again? From other publishers I've heard that it boosts sales very much. Then you'll get more user feedback"

    I am sorry I don't know.
    The Asset Store Team sent me an offer: Mega Sale in Black Friday - and I took part.
    Follow the news!

    MyNameIsVoo

    PS: update soon, cool!
     
    PattyChabby likes this.
  15. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    HELLO

    UPDATE AVAILABLE

    BIG FREE Update 7.2 - 7.3

    Bug fixes || Improvements
    Optimizing the source code, bug fixes and improvements.
    Some comments on the code
    See RoadMap

    INTEGRATION
    Integrated with PlayMaker (Feature)
    Many thanks to publisher PlayMaker

    ADDED
    Tooltip
    Fast moving
    Wait to destroy (mini-menu)
    Search loot (Feature)
    Enemy loot window (FEATURE)
    Inspect windowS (Feature)
    Tactical rig style - x8
    Display the item price
    Scenes to Explore
    CarModding - scene (Feature)
    and more...





    Kind Regards,
    MyNameIsVoo

    Your reviews will help me to further improve the Asset!
    Do not forget to leave a review and rating!
     
    tcmeric and julianr like this.
  16. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hey everyone, How are you?

    What are you working on?
     
  17. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hey!

    Soon I will publish some information - what I was done and what I will do in future updates!

    Do you like the new update?

    And, what do you want to see in the next update?

    Kind Regards,
    MyNameIsVoo
     
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  18. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Happy New Year
    MyNameIsVoo
     
    theunitydev likes this.
  19. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Hello!

    New function added - displays critical attachments in modding mode:

    0.1.1 (2).jpg

    0.1.1 (2).jpg
     
    theunitydev likes this.
  20. theunitydev

    theunitydev

    Joined:
    Mar 29, 2017
    Posts:
    25
    Nice, I like this!
     
    HeyMyNameIsVoo likes this.
  21. OfficialHermie

    OfficialHermie

    Joined:
    Oct 12, 2012
    Posts:
    576
    I love your asset, and it's absolutely great to see it evolving.
    I'm currently busy with other parts of my game, but it's a great feeling that in the mean time you're working on the inventory!
    Much appreciated.
    I wish you great sales for the new year!
     
    HeyMyNameIsVoo likes this.
  22. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello everybody and thank you for your kindness!

    small update 7.4 available
    Added:
    • displays critical attachments in modding mode
    Improvements:
    • Store System - auto update
    • Store System - save items

    Kind Regards,
    MyNameIsVoo
     
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  23. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Hello!

    How are you?

    What would you like to see in the next update?
     
    Last edited: Jan 10, 2018
    theunitydev likes this.
  24. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Hey everyone!

    Kind Regards,
    MyNameIsVoo

    #unity #gamemaker #game #voo #inventory #modding #EFT #RE4 #customize #loot #unity5 #unity3d #madewithunity #asset #assetstore #assets #assetsstore
     
  25. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    In the future updates I will accept suggestions from you and try to add into the Asset...

    And also I will release updates aimed at fixing bugs and code optimization...

    Soon I will start to creating videos/tutorials/\

    Do not forget about me, send screenshots of your works!!!

    Kind Regards,
    MyNameIsVOO
     
  26. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    416
  27. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Month ago I sent a message to the publishers of UFPS, EasySave and still waiting for an answer from them.

    I'll send another message to publisher RFPS!

    Thanks for the suggestions!
     
  28. hsxtreme

    hsxtreme

    Joined:
    Apr 14, 2017
    Posts:
    55
    Any chance you could launch a realistic FPS system, similar to "Escape from Tarkov" or "Weapon 3" compatible with this inventory?
     
    HeyMyNameIsVoo likes this.
  29. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
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    Hi helton silva,
    Unfortunately it will not be in the Asset. (
     
  30. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hi, look, my new project:

    0.1.1 (2).jpg
     
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  31. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello.

    I was asked:

    how can i gather everything that is in the inventory

    You need to see how the save system works.
    or you can use this code to searching:
    Code (CSharp):
    1. Component[] p = GetComponentsInChildren(typeof(ButtonOptions), true); // We are looking for all items in the inventory
    2.             if (p != null)
    3.             {
    4.                 foreach(ButtonOptions n in p)
    5.                 {
    6.                     n.CL; // action
    7.                     n.gameObject;  // action
    8.                 }
    9.             }
     
  32. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello my friends.

    If you have any questions, please let me know!
    I will help you!

    NOTE

    At the moment I am working on a new project, which I planned a year ago.
    You can see this project here in my portfolio (artstation).



    Do not forget to leave comments!

    Thanks,
    MyNameIsVoo
     
  33. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello
    HOW TO....

    How would I go about having stuff already in my inventory before I start the scene?


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using ItemsClassList;
    5.  
    6. namespace ICWM
    7. {
    8.     public class StartStuff : MonoBehaviour
    9.     {
    10.         [Header("ATTRIBUTES")]
    11.         [Space(5)]
    12.         public Transform m_SpawnPointItems;
    13.         public float WaitSeconds = 0.15f;
    14.  
    15.         [Header("PLAYER ITEMS")]
    16.         [Space(5)]
    17.         public GameObject[] m_PlayerItems;
    18.  
    19.         [Header("ITEMS")]
    20.         [Space(5)]
    21.         public GameObject[] m_Items;
    22.  
    23.         ClassList CL = new ClassList();
    24.  
    25.         GameObject []m_AllItems;
    26.         bool IsStop = false;
    27.         bool IsCreateItems = false;
    28.         int count = 0;
    29.         float deltaTime = 0.0f;
    30.         float plusTime = 0f;
    31.  
    32.         void Start()
    33.         {
    34.             m_AllItems = new GameObject[m_PlayerItems.Length + m_Items.Length];
    35.  
    36.             print("Amount items = " + m_AllItems.Length);
    37.  
    38.             count = 0;
    39.             for (int i = 0; i < m_AllItems.Length; i++)
    40.             {
    41.                 if (i < m_PlayerItems.Length)
    42.                     m_AllItems[i] = m_PlayerItems[i];
    43.                 else
    44.                 {
    45.                     m_AllItems[i] = m_Items[count];
    46.                     count++;
    47.                 }
    48.  
    49.                 m_AllItems[i] = Instantiate(m_AllItems[i]);
    50.                 m_AllItems[i].transform.SetParent(m_SpawnPointItems);
    51.                 m_AllItems[i].transform.localPosition = m_SpawnPointItems.localPosition;
    52.                 m_AllItems[i].transform.localScale = Vector3.one;
    53.                 m_AllItems[i].SetActive(true);
    54.             }
    55.             count = 0;
    56.         }
    57.  
    58.         void Update()
    59.         {
    60.             if(!IsCreateItems)
    61.             {
    62.                 // We need to create ClassList and then deactivate items (unhide)
    63.                 if(deltaTime >= 2f * WaitSeconds) // Wait
    64.                 {
    65.                     IsCreateItems = true;
    66.                     deltaTime = 0.0f;
    67.                 }
    68.             }
    69.             else // Then we transfer to Inventory
    70.             {
    71.                 if (deltaTime >= WaitSeconds + plus\Time && !IsStop)
    72.                 {
    73.                     if(count < m_AllItems.Length)
    74.                     {
    75.                         plusTime = 0f;
    76.                         CL = m_AllItems[count].GetComponent<ItemsDrop>().CL;
    77.                         print(count);
    78.                         PickUpSelection(m_AllItems[count]);
    79.                         count++;
    80.                         deltaTime = 0.0f;
    81.                     }
    82.                     else
    83.                     {
    84.                         IsStop = true;
    85.                         deltaTime = 0.0f;
    86.                         count = 0;
    87.                     }
    88.                 }
    89.             }
    90.  
    91.             deltaTime += Time.deltaTime;
    92.         }
    93.  
    94.         void PickUpSelection(GameObject hit)
    95.         {
    96.             if (CL.TagItem == ClassList.TagItems.WEAPON)
    97.             {
    98.                 if (!SelectWeapon.instance.IsActiveOnSling && !Backpack.instance.RE4O_Flag)
    99.                 {
    100.                     PlayerSystem.instance.IsActiveSpawn = true;
    101.                     PlayerSystem.instance.IsActiveSpawnOnSling = true;
    102.                     PlayerSystem.instance.CL = CL;
    103.                     PlayerSystem.instance.TakeWeapon = true;
    104.                 }
    105.                 else if (!SelectWeapon.instance.IsActiveOnBack && !Backpack.instance.RE4O_Flag)
    106.                 {
    107.                     PlayerSystem.instance.IsActiveSpawn = true;
    108.                     PlayerSystem.instance.IsActiveSpawnOnBack = true;
    109.                     PlayerSystem.instance.CL = CL;
    110.                 }
    111.                 else if (SelectWeapon.instance.IsActiveBackPack)
    112.                 {
    113.                     if (Backpack.instance.IsHaveFreeSlotBackpack(CL.IndexPos60x60))
    114.                     {
    115.                         if (hit.GetComponent<ItemsDrop>().WeaponPlayerRig)
    116.                         {
    117.                             Backpack.instance.CL.WeaponPlayerRig = CL.WeaponPlayerRig;
    118.                         }
    119.  
    120.                         Backpack.instance.CL = CL;
    121.                         Backpack.instance.IsActiveSpawnBackpack = true;
    122.                     }
    123.                     else if (InventoryBase.instance.HideStash)
    124.                     {
    125.                         if (hit.GetComponent<ItemsDrop>().WeaponPlayerRig)
    126.                         {
    127.                             StashSystem.instance.CL.WeaponPlayerRig = CL.WeaponPlayerRig;
    128.                         }
    129.  
    130.                         StashSystem.instance.CL = CL;
    131.                         StashSystem.instance.IsSpawnIcon = true;
    132.                     }
    133.                     //else
    134.                     //{
    135.                     //    if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.NO_PLACE_PLANE)
    136.                     //        StartCoroutine(NoPlace());
    137.                     //    else if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.LOOT_WINDOW)
    138.                     //    {
    139.                     //        StartCoroutine(LootWindowNoPlace());
    140.                     //    }
    141.                     //}
    142.                 }
    143.             }
    144.             else
    145.             {
    146.                 if (CL.TagItem == ClassList.TagItems.BODYHEADSET && !PlayerSystem.instance.IsActiveHeadset && !Backpack.instance.RE4O_Flag)
    147.                 {
    148.                     PlayerSystem.instance.IsActiveHeadset = true;
    149.                     PlayerSystem.instance.CL = CL;
    150.                     PlayerSystem.instance.SpawnBodyeItems(0);
    151.                 }
    152.                 else if (CL.TagItem == ClassList.TagItems.BODYGOGGLES && !PlayerSystem.instance.IsActiveGoggles && !Backpack.instance.RE4O_Flag)
    153.                 {
    154.                     PlayerSystem.instance.IsActiveGoggles = true;
    155.                     PlayerSystem.instance.CL = CL;
    156.                     PlayerSystem.instance.SpawnBodyeItems(1);
    157.                 }
    158.                 else if (CL.TagItem == ClassList.TagItems.BODYHELMET && !PlayerSystem.instance.IsActiveHelmet && !Backpack.instance.RE4O_Flag)
    159.                 {
    160.                     PlayerSystem.instance.IsActiveHelmet = true;
    161.                     PlayerSystem.instance.CL = CL;
    162.                     PlayerSystem.instance.SpawnBodyeItems(2);
    163.                 }
    164.                 else if (CL.TagItem == ClassList.TagItems.BODYARMOR && !PlayerSystem.instance.IsActiveBodyArmor && !Backpack.instance.RE4O_Flag)
    165.                 {
    166.                     PlayerSystem.instance.IsActiveBodyArmor = true;
    167.                     PlayerSystem.instance.CL = CL;
    168.                     PlayerSystem.instance.SpawnBodyeItems(3);
    169.                 }
    170.                 else if (CL.TagItem == ClassList.TagItems.PISTOL && !PlayerSystem.instance.IsActiveHolster && !Backpack.instance.RE4O_Flag)
    171.                 {
    172.                     PlayerSystem.instance.IsActiveHolster = true;
    173.                     PlayerSystem.instance.CL = CL;
    174.                     PlayerSystem.instance.SpawnBodyeItems(4);
    175.                 }
    176.                 else if (CL.TagItem == ClassList.TagItems.KNIFE && !PlayerSystem.instance.IsActiveScarbbard && !Backpack.instance.RE4O_Flag)
    177.                 {
    178.                     PlayerSystem.instance.IsActiveScarbbard = true;
    179.                     PlayerSystem.instance.CL = CL;
    180.                     PlayerSystem.instance.SpawnBodyeItems(5);
    181.                 }
    182.                 //
    183.                 // Backpack and tactical rig immediately put on the slot
    184.                 //
    185.                 else if (CL.TagItem == ClassList.TagItems.BODYBACKPACK && !Backpack.instance.IsActiveBackpack)
    186.                 {
    187.                     Backpack.instance.CL = CL;
    188.                     Backpack.instance.SpawnBodySet(1);
    189.                     plusTime = 0.5f;
    190.                 }
    191.                 else if (CL.TagItem == ClassList.TagItems.BODYTACTICALRIG && !Backpack.instance.IsActiveTacticalRig)
    192.                 {
    193.                     Backpack.instance.CL = CL;
    194.                     Backpack.instance.SpawnBodySet(0);
    195.                     plusTime = 0.5f;
    196.                 }
    197.                 else if (CL.TagItem == ClassList.TagItems.BODYPOCKETS && !Backpack.instance.IsActivePockets)
    198.                 {
    199.                     Backpack.instance.CL = CL;
    200.                     Backpack.instance.SpawnBodySet(2);
    201.                     plusTime = 0.5f;
    202.                 }
    203.                 //
    204.                 // At selection all shops will go to a backpack (if it is)
    205.                 // Everything else in inventory
    206.                 //
    207.                 else if (CL.TagAttach == ClassList.TagAttchments.ATTACH_MAGAZINE)
    208.                 {
    209.                     // If the slot has unloading and there is free
    210.                     // If there is no he will look in his pockets
    211.                     // If there is no throw in the backpack
    212.                     if (Backpack.instance.IsHaveFreeSlotTacticRigPockets(CL.TagSize))
    213.                     {
    214.                         Backpack.instance.CL = CL;
    215.                         Backpack.instance.IsActiveSpawnTacticalRig = true;
    216.                     }
    217.                     else if (Backpack.instance.IsHaveFreeSlotBackpack(CL.IndexPos60x60))
    218.                     {
    219.  
    220.                         Backpack.instance.CL = CL;
    221.                         Backpack.instance.IsActiveSpawnBackpack = true;
    222.                     }
    223.                     else if (InventoryBase.instance.HideStash && StashSystem.instance.IsHaveFreeSlotStash(CL.IndexPos60x60))
    224.                     {
    225.                         StashSystem.instance.CL = hit.GetComponent<ItemsDrop>().CL;
    226.                         StashSystem.instance.IsSpawnIcon = true;
    227.                     }
    228.                     //else
    229.                     //{
    230.                     //    if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.NO_PLACE_PLANE)
    231.                     //        StartCoroutine(NoPlace());
    232.                     //    else if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.LOOT_WINDOW)
    233.                     //    {
    234.                     //        StartCoroutine(LootWindowNoPlace());
    235.                     //    }
    236.                     //}
    237.                 }
    238.                 else
    239.                 {
    240.                     if (Backpack.instance.IsHaveFreeSlotTacticRigPockets(CL.TagSize) && CL.TagItem != ClassList.TagItems.PISTOL && CL.TagItem != ClassList.TagItems.BODYGOGGLES) // !! Нужно исправить!!
    241.                     {
    242.                         Backpack.instance.CL = CL;
    243.                         Backpack.instance.IsActiveSpawnTacticalRig = true;
    244.                     }
    245.                     else if (Backpack.instance.IsHaveFreeSlotBackpack(CL.IndexPos60x60))
    246.                     {
    247.                         Backpack.instance.CL = CL;
    248.                         Backpack.instance.IsActiveSpawnBackpack = true;
    249.                     }
    250.                     else if (InventoryBase.instance.HideStash && StashSystem.instance.IsHaveFreeSlotStash(CL.IndexPos60x60))
    251.                     {
    252.                         StashSystem.instance.CL = hit.GetComponent<ItemsDrop>().CL;
    253.                         StashSystem.instance.IsSpawnIcon = true;
    254.                     }
    255.                     //else
    256.                     //{
    257.                     //    if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.NO_PLACE_PLANE)
    258.                     //        StartCoroutine(NoPlace());
    259.                     //    else if (InventoryBase.instance.NoPlaceMode == InventoryBase.ModeNoPlace.LOOT_WINDOW)
    260.                     //    {
    261.                     //        StartCoroutine(LootWindowNoPlace());
    262.                     //    }
    263.                     //}
    264.                 }
    265.             }
    266.         }
    267.     }
    268. }
    269.  
     
    julianr likes this.
  34. idibil

    idibil

    Joined:
    Oct 10, 2015
    Posts:
    22
    Hi MyNameIsVoo,

    Interesting and impressive asset. Could you confirm that it is (or near) bugfree? Do you have any tutorial or guide to implement with RFPS Prefab and Dialogue System?

    Thank you,
    Best.
    Idibil
     
    HeyMyNameIsVoo likes this.
  35. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello Idibil!

    Thank you.

    "Could you confirm that it is (or near) bugfree?"
    I can not answer you fully about this question, bugs that I find, I will correct and I will release a small update and bug reports. Sometimes users send me a bug report and I can fix it.

    I think there are bugs, but I do not see them.

    "Do you have any tutorial or guide to implement with RFPS Prefab and Dialogue System?"
    No, I have not this assets. In the future I plan to integrate the ICWM with the Realistic FPS and more assets.

    Kind Regards,
    MyNameIsVoo.
     
    idibil likes this.
  36. idibil

    idibil

    Joined:
    Oct 10, 2015
    Posts:
    22
    Thank you, MyNameIsVoo. I will follow your work.
     
    HeyMyNameIsVoo likes this.
  37. SeanPollman

    SeanPollman

    Joined:
    Jul 10, 2012
    Posts:
    55
    Hello, I am interested in getting this asset package but I am waiting to see if you add support for RFPS, I understand you have contacted them already, though not really sure why, I don't think you need permission to add support for their asset, but I will wait and see.
     
    Last edited: Feb 18, 2018
  38. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello SeanPollman!

    When they contact me, I'll let you know.

    Thank you for your interest.

    Regards,
    MyNameIsVoo
     
  39. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello!

    How are you?
    Do you have difficulty in mastering the ICWM?
     
  40. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
  41. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    A LITTLE MESSAGE

    It is confirmed that the ICWM will integrate into the FPS Prefab. I will start working on this after I finish work on a new project.

    Playmaker Game Jam 2018 - from PlayMaker team
    I provide them with free vouchers, take part in this competition!​

    Thanks,
    MyNameIsVoo
     
    tcmeric and theunitydev like this.
  42. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    To be continued soon...



    P.S. Many thanks to user tredpro for his support...
     
    theunitydev likes this.
  43. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Soon....

    0.1.1 (2).jpg
     
    theunitydev likes this.
  44. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
  45. tcmeric

    tcmeric

    Joined:
    Dec 21, 2016
    Posts:
    190
    Thank you for your Playmaker Game Jam 2018 support!!! We are just 7 days away from the start of the Game Jam. People can find more info on our Itch page: https://itch.io/jam/playmaker

    Do you have a twitter channel?
     
    HeyMyNameIsVoo likes this.
  46. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    You are welcome!!!

    Yes, I have.
    HiMyNameIsVoo
     
    tcmeric likes this.
  47. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello!

    How are you?
     
    theunitydev likes this.
  48. theunitydev

    theunitydev

    Joined:
    Mar 29, 2017
    Posts:
    25
    HeyMyNameIsVoo likes this.
  49. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Thank you, I'm fine!

    I'm trying to establish feedback, if you have any questions, feel free to ask me!!!
    According to the plan to integrate with RFPS, and I'm studying the Asset, I'm studying the code and trying to think how to integrate it.
    Networking support - I still have not mastered network coding.

    What kind of project or game are you working on?
     
  50. HeyMyNameIsVoo

    HeyMyNameIsVoo

    Joined:
    Dec 25, 2015
    Posts:
    450
    Hello everyone.

    What version of Unit are you using?
     
unityunity