gmod backpack mod

A system like this can be found at the Object Oriented Lua tutorial. Note that this tutorial only discusses clientside handling of an inventory. I'm too lazy for serverside networking... So every item has a position in the backpack, and every item has a size in that backpack. To start, you'll need a table. We'll call it ply.Inv will contain both the backpack AND the information about their inventory. Let's create a few subtables and values in ply. (You can create whatever values you will need for your system. Weight might not be necessary, etc.) Next we're going to make the backpack table take the form of a 2-Dimensional table, with rows being the first key and each row containing columns. This would look something like: This will create an 8-wide, 4-tall 2D table. So to get the item at coordinate 2,4 you would do ply. But it's always simpler with a convenience function: Ok, now to explain the basis of the system. The idea is this:

We're going to create a new vgui element. This element will be a single square on the grid. With this we can have them shine and whatnot. When we finish designing this element we can replace the false's we set earlier. When we put an item in a place on the grid, we get the size of the item (width and height). We then tell all the squares in that area that there is now an item on them. We aren't going to root the item to all the squares; just to the one which is in the top left of the item. The one which tells all the other squares. This will be the item's parent square. So let's make these grid elements.Now we add the whole functionality. We have to assume that the item system involves unique items, not just arbitrary class id's, to identify each item. The best way to do this would be to link each item with an entity index. This would work if the items are all entities at some point. When you pick an item up it removes the entity version (saving its ent index) and when you drop it it creates a new entity of the same kind with the same info.

This is all just concept. I'm not writing an item system in this tutorial. So we would start by creating a slot panel for each inventory slot. Next let's make another vgui element. This will represent an item in your backpack. Ok, so now we have the actual items. Remember we're only discussing the basics of a backpack system. You can add more if you want later. Next, let's create a function which finds out whether there is room in the backpack for a given item. If there is room it will return the panel to root to. If not then it will return false. Most of this code is copied from the drag-n-drop functionality from earlier. Next, let's make items get picked up. --Bobblehead 00:03, 13 December 2014 (UTC)If the entity vibrates, you probably need to run Entity:SetPredictable( false ) clientside. Garry's Mod is a game built by the community, who've alone added hundreds of unique modes and play styles to the game. Learn more about Garry's Mod...

This should include more efficient code and overall benefits to the way the framework functioned and/or performed.
dbu backpack Check out the Wiki on the side tab to the right for documentation.
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