Last Updated: September 16, 2000
All of the
inventory system information is stored in scripts/inventory.txt.
In the game,
to bring it up, the cmd is "inventory." To reload the file, type "inv_restart"
Overview
The inventory
is three tiered. The first tier is the
list of item types. Each of these has
three shaders - a normal shader, a hover shader, and a selected shader
The hover
shader is shown when the mouse is over the type
The selected
shader is shown when the type is selected but the user is browsing weapons
The normal
shader is shown when neither of the above two are.
The types all
have the same width and height.
When a type is
selected, on the right comes all the weapons (or ammo types) represented by
models. Each of these models can be
moved around or scaled. In addition,
when the models are selected, they are brightened a bit and can either spin or
bob at variable amounts. When an item
is selected, a context menu pulls out to the right showing the actions that can
be taken on the item. Right now, these
are "Use," "Dual," "Left," and
"Right." A programmer would
need to change these.
When a user
selects "Use" or "Dual," "use <itemname>"
is stuffed to the console. When left is
selected, "use <itemname> 1" is stuffed, when right is selected
"use <itemname> 0" is stuffed.
Types:
string |
A text string. If
you want it to have spaces, put it in quotes |
number |
An integer |
float |
A floating point number (number with decimals) |
vector |
Three floats in quotes, like: ”0 20 21.3” |
Script commands:
The following script commands can be issued at any time in
the inventory script: |
|
inv_width <number>, inv_height
<number> |
Sets
the width and height of each inventory type |
{, } |
These can be used
to organize sections, but serve no functional purpose. |
typedef
<string> |
Begins a new type.
The string can be anything, and is used only as a convenience to the
programmers and the person writing the inventory script, it has no real
meaning in the game |
The following commands can only be issued after a typedef
command and are associated with that type: |
|
button_shader <string> |
The normal shader associated with the type of the first
tier of the inventory |
sel_shader <string>,
hover_shader <string> |
The selected and hover shaders, respectively, for the type
(displayed in the first tier) |
bg <string> |
Specifies the background shader for the list of items in
the second tier |
bg_tile |
If this line is there, the background shader above will be
tiled |
width <number>, height <number> |
The default width/height for all items in this type (on
the 2nd tier of the inventory) |
item <string> |
You’re about to describe an item in this type (example:
sword). <string> is the
internal name of the item that the game uses (the name passed to “use” at the
console). You should ask a programmer
what this name is, it is not just an arbitrary name you can make up |
The following commands can only be issued after an item
command, and are associated with that item: |
|
width <number>, height
<number> |
The width/height for this item only. It doesn’t change the default width/height
for items of this type |
equip <string>,
[string], … |
Ways you can
equip this item. Various strings can
be left, right, dual, or use.
Examples of use: |
model <string> |
Specifies the TIKI file to use for this item |
angles <vector> |
Angles to rotate the model all the time |
offset <vector> |
Offset to move the model all the time |
scale <float> |
Scale of the model all the time |
move <string> |
How the item will move when it’s selected. Either bob or spin. |
angledeltas <vector> |
Which way to spin or bob and how fast ( deltas of “10 0 0”
will spin or bob slower than “20 0 0”.
Higher numbers also make it bob farther. |
rotateoffset <vector> |
Offset of origin to rotate or bob about in the model |