> For the complete documentation index, see [llms.txt](https://renownedgames.gitbook.io/aurora-engine/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://renownedgames.gitbook.io/aurora-engine/weapon/untitled/create-weapon-id.md).

# Create Weapon Item

{% hint style="info" %}
**A unique identifier** is the essence of the weapon in the system, by which it will identify it.
{% endhint %}

To create a unique identifier, go to :

> **Create -> Aurora FPS -> Inventory -> Equippable Item**

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-Menn86b7DkJS8kr4OqY%2Fimage%20\(85\).jpg?alt=media\&token=fa9b005e-433c-485a-8a4a-a4e82577f53d)

We have created an identifier with a set of fields.

Now let's set it up and see what each of them gives us, and also consider examples of using some of them.

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-MennJQiIsM_1zkPbnlZ%2Fimage.png?alt=media\&token=f156e7a0-b744-4bb0-97b1-ae652a7300c0)

| Property | Description                            |
| -------- | -------------------------------------- |
| Name     | The unique identifier of the weapon.   |
| Type     | The group to which the weapon belongs. |

### First Person Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-MennT_A19LOfj54i_Wb%2Fimage%20\(86\).jpg?alt=media\&token=b2b35a4f-ed7a-4cfc-80bb-bb54a4bc5c6b)

| Property              | Description                                                                                      |
| --------------------- | ------------------------------------------------------------------------------------------------ |
| First Person Weapon   | Here we put the [prefab of our weapons](/aurora-engine/weapon/untitled/create-weapon-object.md). |
| First Person Position | Setting the initial position of the weapon.                                                      |
| First Person Rotation | Setting the initial rotation of the weapon.                                                      |

### Drop Weapon Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-MenncnUMxVQU8W_w-vZ%2Fimage%20\(87\).jpg?alt=media\&token=63e655af-e18b-4d89-9ec0-fe123f858198)

| Property                | Description                                                        |
| ----------------------- | ------------------------------------------------------------------ |
| Drop Weapon             | Here we put a model of a weapon that can be selected.              |
| Drop Rotation           | The rotation of the object when dropping.                          |
| Drop Forward Multiplier | At what distance from the player the discarded object will appear. |
| Drop Force              | Setting the force of the throw when dropping an object.            |
| Drop Torque             | Setting the torque when dropping an object.                        |

### Equip Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-Menmc1ZjbSibDSfvhUW%2Fimage%20\(84\).jpg?alt=media\&token=6af8d535-f997-4e3f-a5ed-33c9a88a314b)

| Name        | Description                                         |
| ----------- | --------------------------------------------------- |
| Select Time | The time of taking the item in hand.                |
| Hide Time   | The time when the object is removed from the hands. |

### Inventory Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-MennqGtHD5AOqeVa_q1%2Fimage%20\(88\).jpg?alt=media\&token=87834084-1b89-44d9-a3f3-ea63244ea14a)

| Property | Description                                                                            |
| -------- | -------------------------------------------------------------------------------------- |
| Reusable | Shows whether we can reuse the item or whether it will be deleted after the first use. |

### UI Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-Meno13Zm-NAO331ohSs%2Fimage%20\(89\).jpg?alt=media\&token=1fdd1311-f959-4c50-afaa-3027b7b3937f)

| Property   | Description                                                               |
| ---------- | ------------------------------------------------------------------------- |
| Item Image | Here we put the sprite of our weapon, which will be displayed in the HUD. |

### Event Settings

![](https://4102492771-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MbGcEmnwAxQ5XmsXrVA%2F-MenX-xfjBYKqZ14Rpcu%2F-MenoIicc3za6q2Rmdfl%2Fimage%20\(90\).jpg?alt=media\&token=64691ba5-a639-491a-ab84-970f3b5b48d9)

This parameter is responsible for events that will occur during the use of the item.

| Property   | Description                                            |
| ---------- | ------------------------------------------------------ |
| Component  | Component Name.                                        |
| Function   | The function of the component that needs to be called. |
| Parameters | List of function parameters.                           |

{% hint style="warning" %}
The function will be called only if the component is located on the same object as the **InventorySystem component**.
{% endhint %}

{% hint style="success" %}
**Example:**

We can create an apple, when using it, the **"ApplyHealth"** function will be called from the **"ObjectHealth"** component with the parameter specified by us and will restore a certain amount of health to the player.
{% endhint %}
