I am using a 6 slot inventory, duplicate of the TestInventory (Unnamed). This inventory can hold all 'Item Inventory' items - Medkit, Grenades, spider mines, all with charges even the Psi Storm Pickup item. It cannot hold Pickup items - those campaign like Chrono Rift Device etc, I am making these items now available like the ones tagged 'Inventory item' that work - without triggers, actor events or anything, just linking and making these Pickup items fully useable.
Of course, starting Chrono Rift Device, it didn't have an item. So I added an item duplicate from Grenades (item invenotry) because such Item Data unlike Psi Storm has charges and I want to make the Chrono with charges. I set the correct Effect and the item magically linked with Pickup - Chrono Rift Device Unit.
The problem is I cannot pick up that item in the inventory, even though it has a Button, Item, I removed the 'Pickup' ability frm, the Unit but it doesn't help. I dont understand when the Item data I use is a duplicate of the working Grenades (inventory item). Can you tell my why the Unit cannot be picked in the inventory? Item inventories have no Classes, I dont think they are needed since all inventory items dont use classes and nor does my Inventory.
Gonna start by saying I'm by no means an expert on this so I could be completely wrong. I just started playing with the inventory system myself.
I think there's a few things that might be going wrong. Conveniently enough, I am using the 6 slot inventory as well.
First of all, if the item "Grenades" is the item that is found during one of the campaign missions as Raynor, that's not really the same kind of item. The item isn't actually picked up. Instead, it auto-casts an ability whenever the appropriate unit gets close, that applies some effect to the unit and removes itself. If I'm thinking of the right ability and item, Grenades adds 1 charge to Raynor's grenade ability.
What you want is an item that goes into your inventory. It should be possible to convert them, but without really knowing the details there's probably something missing from it (or something additional) that stops it from being picked up. This guide, by OneTwoSC, helped me get started in creating my own items from scratch.
If you want an item with a certain amount of charges, you could try creating an item, attaching an on-use effect to it, and implementing charges / cost.
Another potential problem is that you said you used a duplicate of the "TestInventory (Unnamed)." This inventory actually has containers. I would suggest that until you know for sure what you want for your inventory, just create your own inventory with no containers and no class limitations. Once you get accustomed to the inventory system you can either change your inventory ability, or switch to whichever default you want.
I hope this is sort of helpful. Like I said I'm just starting to play around with inventory myself. If I come up with anything else I'll let you know.
No im talking about the Item data I use of Inventory TAGGED ones.. Meaning all the ones like Medkit, spider mines etc that you can pick in the inventory up. So im talking about those Grenades, not the ones in Raynor mission. I use a duplicate custom Inventory Grenades Item data to attach to the Chrono Rift Device so I can make the device pickable but it still doesn't want to pick.
As for the Raynor grenades, I will get on to them too, maybe will make them like the Inventory grenades (when I make 1 Pickup item work, same method for the others), what im doing now is enabling all these useless Pickup tagged items that need to be turned into inventory items via Item data attached to them.
I've seen his tutorials but they deal with classes and other Inventory, yet there must be something simple that prevents these items from being picked up like the Inventory items.
LMAO I placed in the map Chrono Charge, not Chrono Device and wondered why I cant pick it up haha. I made it work with simply adding duplicate Item data of say the Grenades (Inventory) and linking the item to the Chrono Device adding the Effect - Raynor Time Bomb Create Persistent which linked it to the Unit and all works like a charm, adding Face (Button), charges.
I will now make all Pickup items that cannot be used - fully usable from the Piercing The Shroud mission.
SOLVED
I am using a 6 slot inventory, duplicate of the TestInventory (Unnamed). This inventory can hold all 'Item Inventory' items - Medkit, Grenades, spider mines, all with charges even the Psi Storm Pickup item. It cannot hold Pickup items - those campaign like Chrono Rift Device etc, I am making these items now available like the ones tagged 'Inventory item' that work - without triggers, actor events or anything, just linking and making these Pickup items fully useable.
Of course, starting Chrono Rift Device, it didn't have an item. So I added an item duplicate from Grenades (item invenotry) because such Item Data unlike Psi Storm has charges and I want to make the Chrono with charges. I set the correct Effect and the item magically linked with Pickup - Chrono Rift Device Unit.
The problem is I cannot pick up that item in the inventory, even though it has a Button, Item, I removed the 'Pickup' ability frm, the Unit but it doesn't help. I dont understand when the Item data I use is a duplicate of the working Grenades (inventory item). Can you tell my why the Unit cannot be picked in the inventory? Item inventories have no Classes, I dont think they are needed since all inventory items dont use classes and nor does my Inventory.
Gonna start by saying I'm by no means an expert on this so I could be completely wrong. I just started playing with the inventory system myself.
I think there's a few things that might be going wrong. Conveniently enough, I am using the 6 slot inventory as well.
First of all, if the item "Grenades" is the item that is found during one of the campaign missions as Raynor, that's not really the same kind of item. The item isn't actually picked up. Instead, it auto-casts an ability whenever the appropriate unit gets close, that applies some effect to the unit and removes itself. If I'm thinking of the right ability and item, Grenades adds 1 charge to Raynor's grenade ability.
What you want is an item that goes into your inventory. It should be possible to convert them, but without really knowing the details there's probably something missing from it (or something additional) that stops it from being picked up. This guide, by OneTwoSC, helped me get started in creating my own items from scratch.
If you want an item with a certain amount of charges, you could try creating an item, attaching an on-use effect to it, and implementing charges / cost.
Another potential problem is that you said you used a duplicate of the "TestInventory (Unnamed)." This inventory actually has containers. I would suggest that until you know for sure what you want for your inventory, just create your own inventory with no containers and no class limitations. Once you get accustomed to the inventory system you can either change your inventory ability, or switch to whichever default you want.
I hope this is sort of helpful. Like I said I'm just starting to play around with inventory myself. If I come up with anything else I'll let you know.
No im talking about the Item data I use of Inventory TAGGED ones.. Meaning all the ones like Medkit, spider mines etc that you can pick in the inventory up. So im talking about those Grenades, not the ones in Raynor mission. I use a duplicate custom Inventory Grenades Item data to attach to the Chrono Rift Device so I can make the device pickable but it still doesn't want to pick.
As for the Raynor grenades, I will get on to them too, maybe will make them like the Inventory grenades (when I make 1 Pickup item work, same method for the others), what im doing now is enabling all these useless Pickup tagged items that need to be turned into inventory items via Item data attached to them.
I've seen his tutorials but they deal with classes and other Inventory, yet there must be something simple that prevents these items from being picked up like the Inventory items.
LMAO I placed in the map Chrono Charge, not Chrono Device and wondered why I cant pick it up haha. I made it work with simply adding duplicate Item data of say the Grenades (Inventory) and linking the item to the Chrono Device adding the Effect - Raynor Time Bomb Create Persistent which linked it to the Unit and all works like a charm, adding Face (Button), charges.
I will now make all Pickup items that cannot be used - fully usable from the Piercing The Shroud mission.
SOLVED