. . . Posted May 17, 2018 Share Posted May 17, 2018 (edited) Hello, does someone know how I can check if inst has an item in their inventory or if their inventory is empty, if someone can help with that that'd be great, thanks for your time ! Edited May 17, 2018 by SuperDavid Link to comment Share on other sites More sharing options...
RedHairedHero Posted May 17, 2018 Share Posted May 17, 2018 17 hours ago, SuperDavid said: Hello, does someone know how I can check if inst has an item in their inventory or if their inventory is empty, if someone can help with that that'd be great, thanks for your time ! I know there's a few functions in the inventoryitem.lua components you can use to check your inventory. I don't have access to the files at the moment, but I would start there. Link to comment Share on other sites More sharing options...
. . . Posted May 17, 2018 Author Share Posted May 17, 2018 Thanks for advice RedHairedHero ! I looked and found "inst.components.inventoryitem:IsHeld()" though I don't know how to make it check if there's an item in inst is inventory or if that's what it does, I checked in inventory.lua and this didn't work either "not inst.components.inventory:NumItems(0)" so still need help from anyone smarter than me. Link to comment Share on other sites More sharing options...
ksaab Posted May 17, 2018 Share Posted May 17, 2018 (edited) Inventory is empty (doesn't check equip slots and backpack), when inst.components.inventory:NumItems() == 0 If you need to check equip slots and backpack: #(inst.components.inventory:ReferenceAllItems()) == 0 If you want to check inventory for an item with specified prefab: inst.components.inventory:Has("prefab", count) For a specified item (inst is the item, owner is the inventory owner): inst.components.inventoryitem:IsHeldBy(owner) Edited May 17, 2018 by ksaab fix Link to comment Share on other sites More sharing options...
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