Disable oobject after added to inventory/Inventory Engine
Posted: Wed Feb 28, 2024 10:38 am
Hi,
I am using the MM Inventory Engine in my game, and the compatabilty and the support between the two is fantastic.
The only issue I am currently having is that I have a dialogue trigger on an object to pick up, where something is said about the item, and then the choice of having the player pick it up or leave it.
I use
on the conversation node to pick it up and it adds it to the inventory, but unfortunately the item is still there on the table. I also cannot use a sequence to set Enabled to False as the item is the conversation actor. Is there any simple way for me to implement this or will it involve some kind of workaround?
Thank you.
I am using the MM Inventory Engine in my game, and the compatabilty and the support between the two is fantastic.
The only issue I am currently having is that I have a dialogue trigger on an object to pick up, where something is said about the item, and then the choice of having the player pick it up or leave it.
I use
Code: Select all
mmAddItem("MainInventory", "Necklace", 1);
Thank you.