Update Quick Start
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If all you want to do is get going with the system by getting your own items up and running in the shop, [replace the ship mesh](https://git.crabinteractive.com/crabdev/MSSS-Documentation/wiki/Quick-Start#replacing-the-included-pawn-mesh), and [the station mesh](https://git.crabinteractive.com/crabdev/MSSS-Documentation/wiki/Quick-Start#replacing-included-station-mesh) then start here. This will also show you how to replace the included pawn with one of your own and transfer the logic over if you so desire.
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If all you want to do is get going with the system by getting your own items up and running in the shop, [replace the ship mesh](https://git.crabinteractive.com/crabdev/MSSS-Documentation/wiki/Quick-Start#replacing-the-included-pawn-mesh), and [the station mesh](https://git.crabinteractive.com/crabdev/MSSS-Documentation/wiki/Quick-Start#replacing-included-station-mesh) then start here. This will also show you how to replace the included pawn with one of your own and transfer the logic over if you so desire.
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If all you want to do is get started creating your own items than skip ahead to that section.
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I'll be using the Third Person Template as a starting point. Once you have added MSSS to your existing project, there will be a folder containing all the assets you need to get started.
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I'll be using the Third Person Template as a starting point. Once you have added MSSS to your existing project, there will be a folder containing all the assets you need to get started.
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![Like This](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS1.png)
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![Like This](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS1.png)
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@ -89,3 +91,34 @@ Now for the *Begin Overlap* event you created for your new box collision, copy a
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS15.png)
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS15.png)
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That is it! You should now have your custom station mesh in the blueprint as well as correct docking!
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That is it! You should now have your custom station mesh in the blueprint as well as correct docking!
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## Creating Your Own Items
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Do get started creating your own items using the included categories and stats, head to *Demo/DataTables* under there you will find the directory *WatchtowerStation_Shop* and in that folder is all the data tables used to define the demo stations shop lists. A stations shop lists contains all the categories of items it sells as well as the specific items in those categories. As well as those items stats or stat modifications.
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So for the quick start guide I will show you how to add items to the existing shop lists and categories for Watchtower Station, the included station.
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Go into the *WatchtowerStation_Shop* folder and open the *DT_WatchtowerStation_Hardpoints* data table.
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS16.png)
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This is the data table for the stations hardpoints, or weapons, that it stocks and sells. To create a new item simply press the *Add* button at the top of the window and a new row will be created in the data table. On the bottom half of the window you will find all the necessary information needed to create your item!
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS17.png)
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Double click the *Row Name* of your new row in the top half to give it a unique row name. This is simply used by the data table to tell which row is which, not important to you or the player really. Now in the *Row Editor* in the bottom half of the screen begin filling out the information for your new weapon. Specifics on each variable can be found further in the documentation but here is a brief rundown of each.
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1. **Base Shop Info** - This is a struct that sets all the information for the shop UI to create information to display to the player when purchasing an item
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**Description** - The description of your item as it appears in the store to the player
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**Name** - The name of your item in the shop
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**Image** - The icon of your item in the shop
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**Price** - The price the player pays to purchase your item from the shop
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2. **WeaponsInfo** - This is the struct that sets all of the info for the weapon itself and these stats will then in-turn be passed onto the the player if they purchase and equip this item
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* **HardpointClass** - The module class of this hardpoint/weapon
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* **DamageTypes** - The type of damage dealt by this weapon. Included damage types out of the box are *Kinetic, Energy, and EMP*
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* **DamageOutputs** - For each of the damage types you add, add the corresponding damage done by that damage type here
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* **PowerDraw** - The amount of power drawn by this hardpoint/weapon from the ships *Total Power*
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3. **SkeletalMesh** - This defines what skeletal mesh to equip to the player ship when they purchase and equip the item.
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