Update Quick Start

Kyle Austad 2024-10-05 17:08:04 -06:00
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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. 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.
If all you want to do is get started creating your own items than skip ahead to that section.
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. 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.
![Like This](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS1.png) ![Like This](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS1.png)
@ -89,3 +91,34 @@ Now for the *Begin Overlap* event you created for your new box collision, copy a
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS15.png) ![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS15.png)
That is it! You should now have your custom station mesh in the blueprint as well as correct docking! That is it! You should now have your custom station mesh in the blueprint as well as correct docking!
## Creating Your Own Items
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.
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.
Go into the *WatchtowerStation_Shop* folder and open the *DT_WatchtowerStation_Hardpoints* data table.
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS16.png)
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!
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS17.png)
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.
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
**Description** - The description of your item as it appears in the store to the player
**Name** - The name of your item in the shop
**Image** - The icon of your item in the shop
**Price** - The price the player pays to purchase your item from the shop
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
* **HardpointClass** - The module class of this hardpoint/weapon
* **DamageTypes** - The type of damage dealt by this weapon. Included damage types out of the box are *Kinetic, Energy, and EMP*
* **DamageOutputs** - For each of the damage types you add, add the corresponding damage done by that damage type here
* **PowerDraw** - The amount of power drawn by this hardpoint/weapon from the ships *Total Power*
3. **SkeletalMesh** - This defines what skeletal mesh to equip to the player ship when they purchase and equip the item.