Inventory Set Slot
Type: Exec (In → Out)
Category: PLAYER
Modifies an inventory slot at runtime. Use it for weapon pickups, drops, or any dynamic inventory change without recompiling the graph.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Slot | Int (0–9) | 0 |
Slot index to modify (overridden by socket) |
| Enable | Bool | True |
True = give weapon, False = remove weapon |
| Type | String | "NONE" |
Weapon type (e.g. PISTOL, RIFLE, KNIFE) |
| Melee | Bool | False |
If enabled, ignores all ammo properties |
| Ammo | Int | 30 |
Starting bullets in magazine |
| Mag Size | Int | 30 |
Maximum magazine capacity |
| Magazines | Int | 3 |
Starting reserve magazines |
| Max Mags | Int | 5 |
Maximum reserve magazines |
Sockets
| Socket | Direction | Type | Description |
|---|---|---|---|
| In | Input | Exec | |
| Slot | Input | Data | Slot index (overrides the Slot property) |
| Out | Output | Exec |
Behavior
- If
Enable = True: the slot receives the configured values. - If
Enable = False: the slot is cleared (exists = False, type"NONE", ammo set to 0). - If the index is out of the
_inv_slotsrange, the operation is silently ignored.
Typical usage
[Trigger: Pickup Pistol] → [Inventory Set Slot: Slot=0, Type="PISTOL", Enable=True] → [Out]
[Trigger: Drop Weapon] → [Inventory Set Slot: Enable=False] → [Out]
!!! warning "Requires Inventory Manager on the same object"
Directly modifies _inv_slots. Without Inventory Manager, the list does not exist and the node does nothing.