It did in fact come down to an error on my part -.-
I hadn't read one of the info boxes carefully enough - in the collector's Game Event section it specifically says the player is used as the starting object, the collector/drop as the "event object"…
On-and-off attempts eventually got me close but that helped a tonne. Thank you so much!
Changing a game variable proved to be a little trickier so I ended up getting around it by using that code to set a variable in a static control object I'm using…
I've only just been able to try working on this again.
Knowing it can be accessed in selected data is fantastic, gives a starting point to work from. I've tried to put together a custom node but can't find any info/tutorial for doing so. I've looked…
I've only just had the chance to test it today, a Remove From Inventory node works wonderfully! The only issue I'm still having with it is that the physics bounce the item prefabs around a bit, but that's an issue that comes with any quickfire prefa…
Thank you for the quantity tip! And I am using individual group inventories.
The item prefabs are set up, I've only been testing with the one item for the moment so haven't even encountered a situation where it would have come up yet.
As I said in m…
It's used in a 'show dialogue' event as a message using Legacy GUI.
I'd like the name to be displayed, as defined in the event settings under 'actors'.