[quote=“Malkeus, post:43, topic:10715”]Jcd’s redesign of the AIM system seems like it would be really easy to use and could easily be ignored if you wanted. But what SioxGWolf said about dragging a body with all it’s items still attached and things inside the pockets/bags…that would be amazing. It’s always felt a little strange when something dies and all their stuff falls off them into a pile on the ground. I hope that’s the direction an inventory overhaul takes.
I’m imagining killing a group of zombies, hauling their (still clothed) corpses into a pile, looting them and then dropping a match on it and walking away. Easy peasy cleanup, minimal keypresses. Combine this with being able to grab a body and drag it in the same way we grab a shopping cart and my immersion factor goes way up.[/quote]
Thanks. Another use if burying a friend, respectfully clothed. Implementing is where it may be hard. I’ed love to work on it, but I can barely set up a decent loop, and I haven’t even looked at how this code works. I can think code, and can use other examples to try to find a solution. For this, all this, it’s all about treating the entity as a container, the clothing is contained in the entity, and the clothinng being a container in a container, where they contain the final object.Or we can forget that. The entity, upon death, will drop a container(the body) that would contain the clothing, which in turn is a container with the objects that were on the entity, along with whatever it was holding. The body,after a time, would then disappear and spawn an entity (zombie). The problem there is then transfering the clothing, the objects in the clothing, that where on the body when it disappeared, back to the entity. If I remove a bullet from the coat pocket, it won’t be there when the zom returns, as well when it dies again. if we arn’t careful, it could lead to an infinite item spawn.
I also see that we make lack the container definition, which would need work.
Can someone translate the idea into code?