by Fuzzy » Wed Sep 21, 2005 10:07 pm
yeah, you'd need an array for an inventory, then put the weapons parent as the player, and use collision detection to handle the effects.
thats a simple direction, but maybe tricky to do as well.
You could also do a activation region containing actors representing the items carried. when the player accesses inventory, freeze the enemies, and combat controls, make the players actor invisible, and move him to the inventory area.