Add two slots to the On Open Inventory event.Add two slots to the On Close Inventory event.Īssign FPS Camera > SmoothMouseLook.enabled and FPS Weapons > Deadzone Pivot H > WeaponPivot.enabled, and set both false (unticked).Refer to the example scene to see an example of how this is configured.Īssign FPS Camera > SmoothMouseLook.enabled and FPS Weapons > Deadzone Pivot H > WeaponPivot.enabled, and set both true (ticked).( Component > Dialogue System > Third Party > S-Inventory > RFPS > S-Inventory FPS Events) This will automatically add its dependency, an S-Inventory Inventory Events component. This component hooks into Inventory Events. When you equip a weapon in S-Inventory, it also equips it in RFPS. You can add your own event handlers using the Inventory Events component's C# event hooks. Set Weapon Drop Obj to a prefab that contains an SInventory Weapon Pickup (see sInventoryRFPSSetupWeapons).ĭropping must be done through S-Inventory, not using RFPS's drop key.Your player should have these components: With S-Inventory 1.25+, the scene instance of the S-Inventor圜# prefab should NOT be a child GameObject of the player. It should be a root object in the scene with no parent.įinally, check your FPS Main Camera. There are four types of items, each of which is set up differently: If it has a Selector, make sure its Actor Transform points to the player. Remember to save all items as prefabs in a Resources folder. To make a regular item compatible with S-Inventory: Regular items include trade goods and other things that don't have a specific use in RFPS. Set the Tag to Usable and the Layer to Ragdolls/Pickups.It doesn't actually have to render anything. The Item name in the Item script must exactly match the name of the GameObject and prefab. Add an S-Inventory Persistent Item Pickup component if you want saved games to remember whether this item has been picked up.įor an example, see RFPS S-Inventory/Example/Resources/Log.Ĭonsumable items include medkits, food, and drink.To make an RFPS consumable item compatible with S-Inventory: Add an SInventory Consumable Pickup component.Configure the benefits it provides (health, hunger, thirst).If it's used immediately on pickup, tick Use On Pickup.Otherwise it will be added to the inventory on pickup. If you want to be able to use the item from the inventory window, tick Usable.To make an RFPS weapon compatible with S-Inventory: (This is different from regular item pickups.)įor an example, see RFPS S-Inventory/Example/Resources/Medkit. Add an SInventory Weapon Pickup component.Set the Weapon Number to the correct slot in the player's weapon order (e.g., 3 for Shotgun).Tick Allow Multiple if the player is allowed to carry more than one copy of the weapon.įor an example, see RFPS S-Inventory/Example/Resources/Shotgun.To make an RFPS weapon pickup compatible with S-Inventory: On the Ammo Pickup component, you must untick Remove On Use.
This component supplements the RFPS Ammo Pickup script, so don't remove the RFPS script. Is it possible to shoot ammo pickup realistic fps prefab how to#.