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Post by chrisoat on Jun 18, 2018 16:41:57 GMT
Hey guys,
simple question: How can I set up a Melee Weapon (a shield in my case) to the left hand? It always automatically equips it to the right hand. Cant find any left/right options.
EDIT: Just like in the demo scenes, I set up my player with the equippoints in both hands and configured the points (default, melee, shield) in the manager. This is for the shooter template with inventory! EDIT END
Thanks for any help! Chris
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Post by Invector on Jun 19, 2018 17:01:55 GMT
The left/right is determined by the EquipArea or if you're looking in the ItemManager, there is a indexArea
0 - RightArm 1 - LeftArm 2 - Consumable
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Post by chrisoat on Jun 19, 2018 17:43:29 GMT
ahhh indexArea! Perfect, thanks!
EDIT: hmmm but I still cant set left/right in the itemList. EquipID does not do anything for me. A bug maybe?
IndexArea set to 1 directly in the itemManager for StartItems does work though!
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Post by Invector on Jun 19, 2018 18:20:30 GMT
EquipID is for the EquipAnimation You need to create a custom handler (wrong name in the ItemListDAta, already fixed for the next update) Open the EquipPoint tab in the ItemManager and create a customHandler for the shield, if the customHandler was not found it will equip in the defaultEquipPoint Btw, we already fix the names (sorry about the confusion) now it works like this: EquipPointName : works for the EquipArea of the inventory, meaning LeftArm, RightArm, Consumable Handlers : you can create several handlers to equip different weapons, if none custom handler was found the weapon should be equipped in the defaultHandler.
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Post by chrisoat on Jun 19, 2018 18:52:00 GMT
Nope cant figure it out. this is how i set it up, weird thing is the last OnInstantiateEquipment (the one i marked with the red X) is always created by itself when I hit play mode. I think this is the problem. How can I delete this again??
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Post by Invector on Jun 19, 2018 19:13:24 GMT
You need that method in order to equip weapons, that's why it's created automatically. I'm not sure why your shield is not being equipped in the shieldEquipPoint, are you sure the transform is located in your character?
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Post by chrisoat on Jun 19, 2018 20:06:12 GMT
...are you sure the transform is located in your character? yes I am!
EDIT: Figured it out! Forgot to set the IndexArea directly at the Collection Trigger.
EDIT2: New question - with the shield beeing a left weapon now, can i prevent it if i pick up a rightHand weapon that the shield gets unequiped and vice-versa? Meaning I want to keep both weapons in hand upon pickup of both.
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Post by Invector on Jun 19, 2018 22:20:02 GMT
If you pick up a Sword for example and have the shield equipped it will continue equipped. But if you pick up a hangdun for example which is a 2hand weapon, it will automatically unequip the left weapon.
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Post by chrisoat on Jun 20, 2018 5:10:34 GMT
But if you pick up a hangdun for example which is a 2hand weapon, it will automatically unequip the left weapon. yes, but can I prevent that from happening? It may sound unlogical, but in my case it is a glove (no shield mesh but same attributes as a shield) and therefor the player can stil have both.
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Post by fabricadegame on Dec 16, 2019 3:44:37 GMT
Nice Very Tanks. How to integrate vehicles
EquipID is for the EquipAnimation You need to create a custom handler (wrong name in the ItemListDAta, already fixed for the next update) Open the EquipPoint tab in the ItemManager and create a customHandler for the shield, if the customHandler was not found it will equip in the defaultEquipPoint Btw, we already fix the names (sorry about the confusion) now it works like this: EquipPointName : works for the EquipArea of the inventory, meaning LeftArm, RightArm, Consumable Handlers : you can create several handlers to equip different weapons, if none custom handler was found the weapon should be equipped in the defaultHandler.
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