RichardJaquish
New member
Hi, I just wanted to report a potential bug preventing me from having multiple grenades.
It's possible I'm just missing something in the way things are meant to be setup, but I have a grenade object for which I have specified more than one in my default loadout. However, it only ever populates 1.
I tried adding consumable to the item definition, but then it doesn't work as a grenade object. I also tried adding an ammo (to give it a count), but of course, the grenade scripts do not use an ammo type, so that did nothing.
What I did find is that if I modify the LoadDefaultLoadout() method in UltimateInventorySystemBridge.cs, changing the line:
to
It works exactly as I expect.
I know you might have a reason for hard-coding that line to give only one item, but if not, could we please get a fix? And if so, please let me know how best to go about having multiple grenades.
Thank you!
It's possible I'm just missing something in the way things are meant to be setup, but I have a grenade object for which I have specified more than one in my default loadout. However, it only ever populates 1.
I tried adding consumable to the item definition, but then it doesn't work as a grenade object. I also tried adding an ammo (to give it a count), but of course, the grenade scripts do not use an ammo type, so that did nothing.
What I did find is that if I modify the LoadDefaultLoadout() method in UltimateInventorySystemBridge.cs, changing the line:
Code:
AddToEquippableCollection(InventorySystemManager.CreateItem(items[i].Item, null), 1, true);
Code:
AddToEquippableCollection(InventorySystemManager.CreateItem(items[i].Item, null), items[i].Amount, true);
It works exactly as I expect.
I know you might have a reason for hard-coding that line to give only one item, but if not, could we please get a fix? And if so, please let me know how best to go about having multiple grenades.
Thank you!