![]() Liu Wenjun has lived here for many years, and there are not many people living in this yard. The more this person can’t see the problem, the more it shows that he has a deep scheming and is definitely not easy to deal with. She was not surprised by this, but became more and more wary of Liu Wenjun. The area of the house is not large, but there are a lot of things in it, but they are all ordinary looking daily necessities.Īnyway, Song Baozhu looked carefully, but didn’t see anything suspicious. She found that this room, like Grandpa Shen Xuan’s room, was very tidy. Even in this dark environment, she can vaguely see the situation inside. However, Song Baozhu’s eyesight is much stronger than that of ordinary people. InventoryManager will automatically be brought to the level when you add items into your level.As the wooden door opened, Liu Wenjun appeared at the door. This will bring you to the item and highlight it. If you wish to locate an object listed here inside the level, right click on the wanted item and select Locate GUID. ie Recipe 0 will be inside RecipeContainer 0 and so on. All the things inside are neatly organized and numbered, with the number of the item matching the number of the container it is in. Inside the properties all the good stuff is found in GameInventoryManagerComponent. Note that the InventoryManager can only be accessed from the editor view! Under the DefaultScene "Scene" select the one titled "InventoryManager" and open its properties (Ctrl+P). You can find the InventoryManager from the Scene Instances view (View -> Scene Instance Tree). It separately lists how many recipes and crafting materials (called Reagents in the manager) you have in the level and in which treasure chests they are in. InventoryManager keeps a track of all the recipes, materials and containers you have in your level. For these situations we have a tool called InventoryManager to help you out. If your level has lots of items in it, it can get a tad annoying to keep an eye on all of them all the time. Light Helmet x2 (CraftingMaterialHelmet).Has a container where player can place one trap.One hit point from guard hits (as it is now).Arrowhead x3 (CraftingMaterialArrowHead).Ornate Cross (CraftingMaterialOrnateCross).Should look like something you need to step on.Same explosion radius as in proximity mine.Similar as proxomity mine, but only 0,25 meter explosion trigger radius.Wooden Beads (CraftingMaterialWoodenBeadds).Gunpowder Pouch x2 (CraftingMaterialLeatherPouch).Gunpowder Pouch (CraftingMaterialLeatherPouch).Metal Plate (CraftingMaterialMetalPlate).Can be attached to objects on the level.This Disabler Entity can be simply dragged to the level from the type tree. It has been disabled by using a RopeDisablerAreaEntity (set above the Mission Start Checkpoint). In the beginning of the playable Shadwen Rope Target tutorial level, Shadwen doesn't have a Grappling Hook equipped. ![]() Drag the materials from your inventory to those slots.Īll lootable crafting materials can be found from the type tree. The recipe has an empty slot for every needed material.Click open your inventory by clicking the "I" key, and select a recipe from your slotbar. Crafting happens in your inventory window.Now, the component has a property called Inventor圜ontents where you'll be able to add the loot items you want.Īll you need is a recipe (If you dont have any already crafted items in your inventory, a recipe can be set as a loot item as well) and the needed crafting materials.Right-click the object and select: Add component.If it doesn't have a GameInventor圜omponent (ChestGameInventor圜omponent), you're going to need to add it by yourself. After dragging it to your level, take a look at the object's properties.You'll be able to create lootable containers, such as chests and barrels by simply dragging the desired container to your level from type tree. ![]()
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