I am not sure if this is a bug but i realized a strange behavior wirth the CreateInInventory function under following conditions:
- I Created a custom clothing item that can be attached to the player with its config class (in this example its a black shirt):
class CfgPatches { class Sample_Tops { units[]= { "Shirt_CheckRed", "Hoodie_Blue", "Hoodie_Black", "Hoodie_Brown", "Hoodie_Green", "Hoodie_Grey", "Hoodie_Red", "MaleTorso", "FemaleTorso" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "DZ_Characters" }; }; }; class CfgVehicles { class TShirt_ColorBase; class TShirt_Sample: TShirt_ColorBase { scope=2; displayName="Sample Shirt"; descriptionShort="Sample Shirt"; visibilityModifier=0.85000002; hiddenSelectionsTextures[]= { "\DZ\characters\tops\Data\tshirt_ground_black_co.paa", "\DZ\characters\tops\Data\tshirt_black_co.paa", "\DZ\characters\tops\Data\tshirt_black_co.paa" }; }; };
- Tried to attach and create the item on the player character in the EquipCharacter fucntion within the MissionServer class like this:
modded class MissionServer { override void EquipCharacter() { m_player.GetInventory().CreateInInventory("TShirt_Sample"); StartingEquipSetup(m_player, false); } }
With this the character will never spawn in with this item attached to his body (top slot) at all.
If i spawn the shirt in the world the character can see and wear the shirt just fine.
Only when i added a scripted class for the item CreateInInventory will work and the player spawns in with the shirt attached to his body:
class TShirt_Sample extends TShirt_ColorBase {};