Wisin Posted September 2, 2010 Share Posted September 2, 2010 hey, i've started to make a zombie mode and i want to make an inventory system where you can use items/drop etc but i don't know where to start exactly, i mean like how i should save the items etc. if someone can tell me how i start i will be very greatefull. Link to comment
Wisin Posted September 2, 2010 Author Share Posted September 2, 2010 so... someone can help me to start making it? Link to comment
Antibird Posted September 2, 2010 Share Posted September 2, 2010 For myself I'm doing that using MySQL server for storing items. Could of course be Sqlite, it's a nice solution. Still It's up to you how to organize the read/write from/into database. When server is running, I find it more easier to keep data in a table, related to the player, like PLAYERS[player].inventory = { ... } --kind of It's basically what you need: 1. A way to store data 2. A way to read/write 3. Any ways to work with data red Good luck. Link to comment
Wisin Posted September 3, 2010 Author Share Posted September 3, 2010 For myself I'm doing that using MySQL server for storing items. Could of course be Sqlite, it's a nice solution. Still It's up to you how to organize the read/write from/into database.When server is running, I find it more easier to keep data in a table, related to the player, like PLAYERS[player].inventory = { ... } --kind of It's basically what you need: 1. A way to store data 2. A way to read/write 3. Any ways to work with data red Good luck. my original idea was to use sqlite to save stuff etc but don't get how i can make would be like item 1 description of item 1 amount of item 1 etc. Link to comment
Antibird Posted September 3, 2010 Share Posted September 3, 2010 Item 1 becomes an sub - table in [inventory] one. PLAYERS[player].inventory = { { item1 = { description = "some_description", amount = 52, weight = 12 }, { item2 = { description = "item2_description", amount = 4, weight = 52 }, --.... etc .... } Don't know if anybody suggest some other way, but I prefer to use table anywhere they can be applied. Such a structured things are easy to deal with. Link to comment
50p Posted September 3, 2010 Share Posted September 3, 2010 Item 1 becomes an sub - table in [inventory] one. PLAYERS[player].inventory = { { item1 = { description = "some_description", amount = 52, weight = 12 }, { item2 = { description = "item2_description", amount = 4, weight = 52 }, --.... etc .... } Don't know if anybody suggest some other way, but I prefer to use table anywhere they can be applied. Such a structured things are easy to deal with. Tables are good for this kind of stuff. But in this case, your table has too many {'s and it's not necessary to have item1, item2, etc. PLAYERS[player].inventory = { { description = "some description", amount = 52, weight = 12 }, { description = "item2 description", amount = 4, weight = 52 }, --.... etc .... } PLAYERS[player].inventory[1] -- will be the first item (table) Link to comment
Antibird Posted September 3, 2010 Share Posted September 3, 2010 Yep, probably, but on the other hand searching for something is bit easier when each item has it's own ID. if ...[inventory].car_keys then instead of for _, v in ipairs( [inventory] ) do if v.description == "car_keys" then return .... In my opinion. Link to comment
12p Posted September 4, 2010 Share Posted September 4, 2010 Wisim, if you want to do this script... It will cost you, very very VERY much, more if you don't know how to begin creating it. Just learn LUA, it's the only way. Link to comment
50p Posted September 6, 2010 Share Posted September 6, 2010 Yep, probably, but on the other hand searching for something is bit easier when each item has it's own ID.if ...[inventory].car_keys then instead of for _, v in ipairs( [inventory] ) do if v.description == "car_keys" then return .... In my opinion. Tables with numbers as their indices are faster to process in loops. Besides, you can add new items by using table.insert which I prefer. Link to comment
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