Let's say I have an Inventory Item with "Can carry multiple?" set to False (i.e. I only want the Player to be able to carry one of those items at a time), and let's say that he's already got that item
Let's also say that I have a Container somewhere that contains the item (because at some point in the game he's going to lose the item from his Inventory, and he'll need to replenish it somehow)
As the system currently stands, if he goes to the Container and takes the item, it isn't added to his Inventory (as expected, because he can't carry multiple versions of it), BUT, it also disappears from the Container
That last is not what I want to happen. What I want to happen is either that the Inventory Item is greyed out in the Container so that he can see it's there but can't take it, or that the action of attempting to take the Item results in a "You can only carry one of those at a time" type message and the item remains in the Container
Any pointers on the best way to tackle this?
(Unity 2017.3.1f1, AC 1.62.6)
Comments
So far as having a response if the player tries to remove an item they cannot, I will also introduce a new custom event "OnContainerRemoveFail", which can be used to hook custom code (to e.g. run an ActionList) in this instance.
I'd been toying with all kinds of hacky workrounds, but I'll just put it to one side now until the fix comes out