almostchris
New member
I've been going through the docs and code for a couple of days now and can't seem to figure out how to tie a Use ability to an ItemCategory and not the Slot #.
I've got the Weapons, Throwables, Disposables, and Consumables categories and would like to trigger the Use ability with different input combinations:
-The Weapons category uses the default Use ability where the Fire1 key shoots and Fire2 aims.
-The Throwables works pretty much as the Grenades do in UCC except that you can only throw while aiming: Fire2 down continuous + Fire1.
-The Disposables can get thrown just like the Throwables or dropped if just the Fire1 key is pressed (think of it as random junk which shouldn't be added to inventory but can be thrown to inflict damage to enemies).
-The Consumables are basically medkits and powerups which get used with Fire1 or unequipped with Fire2.
For the most part, I've got the Use abilities working as described only when a single ability is enabled. However, if all 4 Use abilities are enabled, the first ability will always override the others regardless of which category the equipped item belongs to.
Is there a way to link abilities with Item Categories or should I disable/enable them at runtime or something?
I've got the Weapons, Throwables, Disposables, and Consumables categories and would like to trigger the Use ability with different input combinations:
-The Weapons category uses the default Use ability where the Fire1 key shoots and Fire2 aims.
-The Throwables works pretty much as the Grenades do in UCC except that you can only throw while aiming: Fire2 down continuous + Fire1.
-The Disposables can get thrown just like the Throwables or dropped if just the Fire1 key is pressed (think of it as random junk which shouldn't be added to inventory but can be thrown to inflict damage to enemies).
-The Consumables are basically medkits and powerups which get used with Fire1 or unequipped with Fire2.
For the most part, I've got the Use abilities working as described only when a single ability is enabled. However, if all 4 Use abilities are enabled, the first ability will always override the others regardless of which category the equipped item belongs to.
Is there a way to link abilities with Item Categories or should I disable/enable them at runtime or something?