Inventory Items

To edit inventory items in OpenCAGE, navigate to View > Configuration Editors > 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.

To add an item, click Add New Item under the list. This opens a Create Inventory Item window that asks for an Item Name and an Item Type: object, weapon, ammo, medikit, ied or light. Click Create and the new item is added to the list under its type and selected, ready to fill in. An ied goes under Explosive, and a new weapon is also offered as a Target Weapon for ammo.

There is no Save button: changes are saved as you make them.

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

The Inventory Items editor in OpenCAGE.

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.