Ive made an inventory system using BGUI, use any of scripts and images all you want.
All the images and scripts are packed in, though I think for it all to show right the images need to be put in the same working directory as the .blend.
The system has 36 slots, 3 pages, can be changed for more or for a different arrangement.
It automatically identifies any object that’s picked up as long as there’s an image with the name of the object just like it is plus “_inv.png”. So say you have a object named BlasterRifle, the image would need to be BlasterRifle_inv.png. Also the inventory window can be moved while GE is running.
I’m looking for any and all suggestions, criticism, and help, I would really like to redo the updateInv and initInv functions to loop through the objects to update and init instead of my way which is about 50 lines per function. Although when I first made the update functions they would slow logic to almost a standstill every time the inventory was opened or an item was grabbed, but now it doesnt even increase logic use by 5%. And FPS hang around 55-60 for me. Hope this helps someone out there. Im going to keep updating as I progress. Enjoy!
Here’s the link to the updated bug free zip if anyone would rather that.
http://www.mediafire.com/file/r53a6fjmzrohtof/bgui_inventory.zip
Edit: Solved thanks to SolarLune’s amazing help.
Attachments
inventory1.blend (87.7 KB)