Jump to content

Recommended Posts

Hi all,

 

I am trying to put some actions on an inventory item for a DEA mission but,

There are a couple of things I can't get to work correctly.

 

1) when I drop the item from the inventory I would like it to flip 90 degrees 

2) I would like to be able to carry the inventory item after it is dropped

3) I can't seem to get the CFG functions to work - I have a folder called functions with an sqf called "fnc_pickupItem.sqf"

 

Anyone who can point me in a direction where I can find some info?

 

Here is the CfgWeapons

 

class CfgWeapons {
    class ACE_ItemCore;
    class ItemCore; // Base class for inventory items
    class InventoryItem_Base_F; // Base class for inventory item behavior

    class CBA_MiscItem_ItemInfo;
 
   class MyInventoryItem : ACE_ItemCore{
        scope = 2; // Make it available in-game
        scopeArsenal = 2; // Make it visible in the arsenal
        displayName = "1Kg of Heroin."; // Name in inventory
        descriptionShort = "A Kilo of Heroin"; // Description
        model = "\ibr_drugs\ibr_cocaine.p3d"; // Path to 3D model
        picture = "\ibr_drugs\UI\gear_picture_coca_ca.paa"; // Icon in inventory

        class ItemInfo : CBA_MiscItem_ItemInfo {
            mass = 10; // Weight in the inventory system
        ace_dragging_canCarry = 1;
        };
        class ACE_Actions {
            class ACE_MainActions {
                displayName = "Actions";
                distance = 3; // Interaction range
                condition = "true"; // Always visible
                statement = ""; // No statement by default

                class Pickup {
                    displayName = "Pick Up Item";
                    condition = "true"; // Condition for action visibility
                    statement = "[_target, _player] call MyMod_fnc_pickupItem"; // Function to call when action is executed
                    icon = "\A3\Ui_f\data\IGUI\Cfg\Actions\take_ca.paa"; // Icon for the action
                };

                class Carry {
                    displayName = "Carry";
                    condition = "true"; // Condition for action visibility
                    statement = "[_target, _player] call ace_carry_fnc_addAction;"; // ACE carry function
                    icon = "\A3\Ui_f\data\IGUI\Cfg\Actions\carry_ca.paa"; // Icon for carry action
                };
            };
        };

    };

};

class CfgFunctions {
    class MyMod {
        class Functions {
            file = "\MyMod\functions"; // Path to your script files
            class pickupItem {
                description = "Function to pick up an item";
            };
        };
    };
};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×