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Inventory not accessible for non-medical AL-6 Utility Drone Case objects
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Description

Several variants of the cargo case from the AL-6 Utility Drone are placeable as independent objects. The Medical variants of these objects have an accessible inventory, containing a medkit and some FAKs by default. The non-Medical variants have no accessible inventory - even though their TransportItems config suggests they should have 2 FAKs in them by default, and they have the same MaxLoad of 200.

There's no particular reason why the non-Medical variants shouldn't have an accessible inventory. In fact, I actually can't find the reason why they don't, nothing seems to be different in their config. So...they probably should. They'd be useful little boxes if they could actually contain stuff, and it feels like they were intended to given they have config entries for it.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Inventory
Steps To Reproduce

Place the following items in the Editor:

"Box_B_UAV_06_F" (all faction variants behave the same)
"Box_B_UAV_06_medical_F" (all faction variants behave the same)
A playable unit

Start the mission, go up to the placed items and attempt to open their inventory. Note that the Medical cases are accessible, and the non-Medical ones aren't.

Event Timeline

NikkoJT created this task.Mar 17 2024, 12:35 AM

Update: while it's possible to sort-of use a Medical case as a substitute for its non-Medical equivalent, by removing its medical symbol texture, the Medical cases actually have attendant=1 in their config, meaning they are infinite free full health suppliers. This isn't always desirable. This makes this issue a little more annoying than I previously realised, because my intended workaround doesn't work with this.

dedmen set Ref Ticket to AIII-56357.Apr 25 2024, 3:26 PM