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Satojomov

How can I convert equipment into objects to be placed on the map?

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Hello. I am creating a sort of briefing room where players prepare before going out on a mission. For its decoration I would like to place some guns, equipment and S.O.G. Prairie Fire food as static objects.
If just place them in the Eden editor as normal, the player can pick them up, but I don't want to let them do that.
Is there any better way to do this?

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Probably a few ways to do this, but you can....

 

1. Click on the object and uncheck enable simulation (this stops the player from picking the item up)

2. Set the object's health/armor slider to 0. (this removes the take action)

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Thanks!
I could still pick it up with simulation turned off, but setting health/armor to 0 seems to work.

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Oops, I thought it worked, but I still had a little problem.

When I open the inventory screen while on top of an item, the item shows up in the ground window. It cannot be picked up, is it possible to get rid of this display?

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1 hour ago, Satojomov said:

Thanks!
I could still pick it up with simulation turned off, but setting health/armor to 0 seems to work.

 

Simulation turned off means unticking the enable simulation box, It works.

 

29 minutes ago, Satojomov said:

When I open the inventory screen while on top of an item, the item shows up in the ground window. It cannot be picked up, is it possible to get rid of this display?

 

Add this to the init of your object...

this addEventHandler [ "ContainerOpened", {
	h = [] spawn {
		waitUntil{ !isNull findDisplay 602 };
		closeDialog 1;
	};
}];

 

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Thanks again for the replies.

Yes, I definitely have simulation turned off and the object has a red marker on it. However, it still can be picked up.
Also, that code completely disables opening the inventory window, which is not exactly what I want to do.

I want that item to behave as a static object, similar to a table or chair.

  • Confused 1

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Try in the int of the object (not tested)

 

0 = [this] call bis_fnc_replacewithsimpleobject;

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9 minutes ago, major-stiffy said:

Try in the int of the object (not tested)

 

0 = [this] call bis_fnc_replacewithsimpleobject;

It worked. Thanks.

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