[Request] VGUI: An Inventory Tutorial

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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Sat Nov 14, 2009 6:44 pm

Meathead wrote:Could you add a VGUI of were the item is on the map? as in like they did on the car in ep2?


Yes , i believe you can do that
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Re: [Request] VGUI: An Inventory Tutorial

Postby Dr.iCe on Fri Dec 04, 2009 9:53 am

could i use this (modify to my needs) for Admin Menu? like is it alot to edit to match it to work as a Admin Menu or should i do my own?

i am a beginner programmer.. i do some coding for my own mod and want an Admin Menu that looks good :P
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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Fri Dec 04, 2009 10:37 am

for a multiplayer i presume ?
Yes you can this is just a "frame" where you can design the ui and "bind" buttons & stuff with hard-coded commands.
if you can make afake OS on goldsource why not a admin panel..
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Re: [Request] VGUI: An Inventory Tutorial

Postby syntroniks on Sun Jan 24, 2010 3:12 pm

Hi, I don't care if this is a bump.

You think this is hard, copying and pasting some code? Try creating VGUI panels in serverplugin code. Yes - it is possible.
:smt045 :smt045

Multiple panels in fact. I'll admit, it took me all of yesterday, but panels are for happy people.



I'm actually doing what staberas suggested - hard-coded commands... although they are checkboxes and cvars. Intra-panel messaging and other stuff gets tough when you don't have access to your mod's source code!
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Re: [Request] VGUI: An Inventory Tutorial

Postby shirk on Sun Jul 18, 2010 7:51 pm

When will this be finished? This just tells you how to make a vgui panel...
But this time, I swear to god, the glass is definitely one hundred percent half-empty. And the other half is... I dunno, full of piss
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Re: [Request] VGUI: An Inventory Tutorial

Postby JLea on Thu Jul 22, 2010 2:51 am

VGUI: An Inventory Tutorial
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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Thu Jul 22, 2010 5:43 am

Sorry , I'm still busy with my college work.. Probably at the end of this month i'll update and finish the tutorial.
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Re: [Request] VGUI: An Inventory Tutorial

Postby Assigir on Thu Jul 22, 2010 8:22 am

staberas wrote:Sorry , I'm still busy with my college work.. Probably at the end of this month i'll update and finish the tutorial.


yAY! :D
-science: nothing can be destroyed only transformed into new forms.
-me: true death is a lie there is only transformation, unless sciences very core is wrong.


http://oscarkujanen.weebly.com/
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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Mon Jul 26, 2010 7:01 am

Update 1: DAMN YOU VALVE , you broke the SDK !!!

Update 2: This might take longer than i thought
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Re: [Request] VGUI: An Inventory Tutorial

Postby The Doctor on Mon Jul 26, 2010 8:40 am

staberas wrote:Update 1: DAMN YOU VALVE , you broke the SDK !!!


What have they done this time?
"We're the Moe Syzlak experience featuring Homer."
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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Mon Jul 26, 2010 1:20 pm

Hammer 2007 doesn't work but the game (running the map) works, Hammer 2009 works but i cant test the maps. Just to test a simple map i have to copy the custom dll's and the map in an older mod that i have. :smt021
Plus im thinking new ways to make the coding better and less confusing.
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Re: [Request] VGUI: An Inventory Tutorial

Postby staberas on Sun Aug 08, 2010 12:03 pm

WIP
Ok Lets make the Inventory .

1. First Create 2 empty VGUI Panels.(in the source code panel one is called mypanel, the second Inv1)
2. Lets make a simple map , 1 item.The player must pick it up (will show up in the inventory then we will use it to open a door)
In More detail:


Things You must consider :
a. When you begin the game your Inventory is empty. (Will show the empty vgui panel)
b. The key can be used only in a certain place/position. (Trigger & Test Touch will be used to avoid any accident)
c. Player must be able to access the Inventory anytime.
3. Make a map 2 rooms, 1 door.
Door must be locked.
4. Make a key. In this case i'll make cube add a texture on it , press ctrl+T and make it func_physbox named key1
image here
On Player +Use the key must disappear (kill) , Enablethe trigger(name:trigger) . Also logic_relay(name: log)
must be trigger on use.
Image here
5. Create a trigger_multiple in front of the door name it trigger must be disable.
Outputs:
Imagehere
6. Create 2 logic relays named lo_r and lo_r2 .
lo_r output : Ontrigger > trigger > TouchTest > 0.00 > No
lo_r2 output : Ontrigger > door > Unlock > 0.00 > No
7. Create 2 game_ui named ui and ui2 .Create 2 Logic relays lo1 and lo2 and a point_clientcommand named cmd .
game_ui (name:ui) outputs : PressedAttack2 > lo1 > Trigger > 0.00 > No
UnpressedAttack2 > lo2 > Trigger > 0.00 > No

game_ui (name:ui2) outputs : PressedAttack2 > cmd > FireUser3 > 0.00 > No
UnpressedAttack2 > cmd > FireUser4 > 0.00 > No

Logic_relay (name:lo1) outputs : Ontrigger > cmd > FireUser1 > 0.00 >No
Logic_relay (name:lo2) outputs : Ontrigger > cmd > FireUse2 > 0.00 >No

point_clientcommand (name:cmd) outputs : OnUser1 > cmd > Command > cl_showmypanel 1 > 0.00 > No
OnUser2 > cmd > Command > cl_showmypanel 0 > 0.00 > No
OnUser3 > cmd > Command > cl_inv1 1 > 0.00 > No
OnUser4 > cmd > Command > cl_inv1 0 > 0.00 > No
More Details coming soon
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