UCC + UIS - How to add my second gun be equipped by pressing custom key?

Hi,

When i add weapons in that case the 2nd gun its always equipped by pressing '2', I dont want that I want key 9 or 0. I've tried messing with the ItemSetManager, but I couldn't get anything to work. The reason why is because I want this gun to be an ultimate weapon thats only equipped by my script (not by an user pressing a button), therefore i will disable key 9 entirely. It will be good if theres a way to not show in the loadout hotbar UI as well.
 
Hey SkinWalker.
I'm not sure I understand exactly how you've setup your items/equipment.
But I assume that the second gun equipping view pressing '2' is caused by an Equip ability on the CharacterController. You can change those to input "Manual" to remove any binding to an input and instead handle it your own way

As for not showing in the hotbar you can simply hide the itemSlotView by disabling it in the scene hierarchy
 
Hey SkinWalker.
I'm not sure I understand exactly how you've setup your items/equipment.
But I assume that the second gun equipping view pressing '2' is caused by an Equip ability on the CharacterController. You can change those to input "Manual" to remove any binding to an input and instead handle it your own way

As for not showing in the hotbar you can simply hide the itemSlotView by disabling it in the scene hierarchy

Hi,

I can disable the UI in the hierarchy, but the goal is to not show only that specific item (ultimate ability rocket launcher), while showing the rest like grenades and so on.

I use a standard setup for the Equip Unequip ability, button down and it has all the

Equip First Item
....
....
....
Equip Tenth Item

The question was can I somehow move a specific item (my ultimate rocket launcher), to only be triggered by "Equip Tenth Item" and then I will just replace "Equip Tenth Item" with an empty string, so the user cannot equip it (I will equip it manually when he starts an ultimate ability)./ Currently I can do it with "Equip Second Item" (replace with empty string), but key "2" is very useful for other items like grenades or knives. If there is no easy built in way to do that i will try changing it to "manual" and handling it my own way as you suggested.
 
If your ultimate rocket launcher acts diffirently from your other items then I would handle it completely differently from the start.

You could make add it to another Character item slot only used for special items. And then set that to "manual". And when you use it you just equipe->use->unequip.

In the integration demo we do that for the "fireball" item, used from the hotbar. Since it's using a 3rd slot, on a seperate hiegher priority ItemSet it doesn't unequip the sword+shield combo after use.

Feel free to try out the integration demo. add the fireball spell in the hotbar. Then use it by pressing the relevant NumKey. You can then check the ItemAction it uses. I don't have the project open in front of me but it's something like UseCharacterItem something like that
 
When I import UCC + UIS + the integration and run it, its full of errors. I took a look at some of the things in the database, but guess it's setup in a vastly different way and again I can't run the scene to see it.

What I just need is "move the ultimate weapon from slot 2 to slot 9", once its added to the character perhaps by using the InventoryItemSetManager

EDIT: I did create a special slot and a special category for the ultimates (which i made invisible), but still I got no idea how to make it sit on "Key number 9" when i press to equip/unequip it.
 
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