Inventory Items

To edit inventory items in OpenCAGE, navigate to Edit > Configurations > Inventory > Inventory Items.

From here you will be presented with a list of each inventory item in the game. Select one in the list to view the associated parameters.

Read on to see a list of available properties with information about each.

Object Parameters

  • Item Name string
    • Defines the ID name of the inventory item.
  • Localised Name (for UI) string
    • Defines the name of the item to use in the UI. This supports using localised string IDs.
  • Pickup Composite Name string
    • Defines the path of the composite to use for the pickup, which must be located within the Pickups folder within Required_Assets.
  • Inventory Slot string
    • Defines the name of the slot in the inventory that this item will be assigned to.
  • Flash Keyframe string
    • Defines the keyframe name for the animation in the UI. This can be used in conjunction with the UI editor.
  • Pickup Quantity int32
    • Defines the number of this item to be added to the inventory when picked up.
  • Inventory Limit int32
    • Defines the maximum number of this item that can be carried in the inventory slot.
  • Radial Index int32
    • Defines the unique index to pass to the radial menu. This can be used in conjunction with the UI editor.
  • Pickup Adds To Inventory bool
    • If this option is checked, when the user picks the item up it will be added to the inventory.
  • Display Quantity bool
    • If this option is checked, the UI will display the pickup quantities for the item.
  • Crafting Resource bool
    • If this option is checked, the inventory item is considered a crafting resource to be used in blueprint recipes.

Ammo Parameters

  • Target Weapon combobox
    • Defines the weapon that this ammo is used for, the weapon itself being defined via a separate inventory item.
  • Ammo Type combobox
    • Defines the type of ammo that this inventory item represents, which itself is defined via the ammo configs.

Weapon Parameters

  • Weapon Type combobox
    • Defines the type of weapon that this inventory item is associated with.

Held Parameters

  • Held Composite Name string
    • Defines the path of the composite to use for the item when held by the player, which must be located within the Equipment folder within Archetypes, within Required_Assets.
  • Thrown Composite Name string
    • Defines the path of the composite to use for the item when thrown by the player, which must be located within the Thrown folder within Required_Assets.
  • Droppable When Held bool
    • If this option is checked, the item will be able to be dropped (placed) when held.
  • Drop When Consumed bool
    • If this option is checked, the item will be able to be dropped (placed) when consumed (note, 'Consumed When' must be set to OnActivate).
  • Consumed When combobox
    • Defines when the item is considered consumed.
  • Activated By combobox
    • Defines when the item is considered activated.
  • Can Cancel Activation Before (seconds) float
    • Defines how long the activation can be cancelled for after beginning to activate it. This should match up to animation timings.

Medikit Parameters

  • Health Increase % int
    • Defines the percentage health increase when the medikit is activated.
  • Health Increase % (when upgraded) int
    • Defines the percentage health increase when an upgraded medikit is activated.