-
Notifications
You must be signed in to change notification settings - Fork 5k
Better weapon smart equip #41275
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Better weapon smart equip #41275
Conversation
|
I don't think it makes sense to have a cvar for this. Just make it the normal behaviour. |
About pocket slots. Afaik you can put chem or plant bag in it, they should also have same behavior as suit storage or like normal slots? |
|
I've been contemplating this on and off for a while, and made some conclusions. I think a much cleaner solution would be to use a simplistic NoRecursiveSmartEquip marker component to be added to entities with item slots, and modify the smart equip system to grab the marked entity instead of it's container contents if it has the component. This way firearms with magazines can get the marker component and be explicitly defined to always be grabbed instead of their magazine/chamber, while other entities with item slots can still have the desired function. |
|
❤️ |
|
You might want to request a review. |
|
The component should probably also be added to items like flashlights and PDAs, among other things. |
About the PR
Adds new component SmartEquipPickupStorageComponent
Adds better smart equip handling for weapons
Check mark for test:
Why / Balance
It's strange to take out gun's ammo instead of a gun, so now guns knows what you want and jump in your hand!
Technical details
Adds SmartEquipPickupStorageComponent
Adds Check for SmartEquipPickupStorageComponent on slot item to try pick up item instead of piciking from its storage
Adds SmartEquipPickupStorageComponent to weapons prototypes
Media
2025-11-27.223339.mp4
Requirements
Breaking changes
🆑 AlwyAnri