Recent content by SteveC

  1. SteveC

    Return Multiple Categories From ItemIdentifiers

    Thanks Justin =)
  2. SteveC

    Return Multiple Categories From ItemIdentifiers

    Hey y'all! How do you return categories when an ItemDefinition has multiple categories or no category? For example, this works just fine for ItemIdentifiers with only one Category: List<IItemIdentifier> inventoryList = inventory.GetAllItemIdentifiers(); foreach (IItemIdentifier item in...
  3. SteveC

    Error: Unable to find the ItemSet

    Thanks much, this solved the issue I was having as well =) Had the same basic error, made sure only Category= Equippable had ExposedItemSet= TRUE.
  4. SteveC

    Shell Eject Direction?

    Sure is! Apologies, I use the Third Person Controller, but the idea should be the same. The direction of the ejected shell should follow the direction of whatever you have set as the Shell Eject GameObject on the weapon. Shell Trajectory Object If you look at the demo character, you should...
  5. SteveC

    Using Interactable in UIS With Interact in UCC

    Hey y'all! Per the integration demo scene for Ultimate Character Controller - Ultimate Inventory System, the demo pickup items/shops all use Interactable and are triggered when the character enters. I'd like to be triggering stuff when the character selects it... the ol' "Press [F] to OPEN"...
  6. SteveC

    Using A Particle System As Rocket Projectile

    Was more wondering if there was a built-in way to handle this. I came up with a couple hacky ways of doing it that never really worked correctly, it's just a cool effect and I was hoping to use it in this way, but I'm not really lookin to reinvent the wheel here =)
  7. SteveC

    Issue with Rifle Shooting "use"

    Yay!
  8. SteveC

    Issue with Rifle Shooting "use"

    Yea, the animator uses events and if you're replacing them you need to find and replace the events. That bein said, most of the Use action's really handled on the Item, on the ShootableWeapon script. I'd bet the issue's with that somewhere, maybe you can let us know what settings you've got...
  9. SteveC

    Interact ability causing MissingReferenceException

    Yea, a little hard to tell without more context but here's the first offending line in DetectObjectAbilityBase, line 137: } else if (!m_DetectedTriggerObjects.activeInHierarchy) Not really much going on here, but on first look I'd take this to mean there's no m_DetectedTriggerObjects[I]...
  10. SteveC

    Using A Particle System As Rocket Projectile

    Hey y'all! When firing a rocket from the Nolan character's RPG, it emits particles as the model moves. Some particle systems don't use a moving point to emit, it fires the "rocket" from a fixed point, has collision and supplies its own explosion: Is there a good way to use this kind of...
  11. SteveC

    Fall ability always active

    So, your Fall Ability looks exactly the same in the Inspector as mine that works properly, so the problem ain't in how you set up the ability. The first thought I have is that there's a problem with the character collider, but that's just an initial reaction to the falling, it doesn;t look...
  12. SteveC

    How To Drop Unequippable Item As ItemPickup

    Ok the conclusion minus a lotta details was: For dropping unequippable items from the inventory, used AdjustItemIdentifierAmount to change the Inventory amount, made a non-visible Item out of it (nothing but an Item script with a Drop prefab): ...made a custom Drop function...
  13. SteveC

    Slot0ItemStateIndexChange trigger stuck

    Sorry that didn't help but great to hear you got it fixed =)
  14. SteveC

    Slot0ItemStateIndexChange trigger stuck

    Do your animations have the same events on them that were on the original animation? For example: What are you trying to do when it gets stuck? Do you get any errors?
  15. SteveC

    ItemSetManager error

    So, without more details what I can think of to check: Is the ItemType set on the Player in the ItemSetManager? ... and uses the same SlotId (Slot0 [right hand] in this case) as the Item script for that weapon: It'd start there. Make sure to also check you're using a valid...
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