DF Grid Inventory — Tetris-style grid UI for RedM (VORP Inventory) | Beta


Checklist

  • I have reviewed the latest version of the Releases rules.

  • I have included a detailed description of my work as described in the rules.

  • I have included a download link or a store link.

  • I have filled out the required information at the end of the topic


Description

DF Grid Inventory is a grid (Tetris-style) inventory interface for RedM that runs on top of VORP Inventory. It does not replace VORP’s item/weapon/database logic; it provides a modern layout with drag-and-drop, rotation, hotbar, optional virtual tiles (cash / gunbelt), drop-outside-UI using VORP’s drop flow, secondary/custom inventory support where your scripts open VORP custom inventories, weapon handling aligned with VORP, and a give-to-nearby-players UI with proximity checks.

Key features

  • Configurable grid size and per-item / per-type footprints (including weapons)

  • Pointer-based drag-and-drop (reliable in RedM CEF)

  • Hotbar (5 slots) + optional keys 1–5 when inventory is closed

  • Optional blocking of native weapon quick-select to avoid conflicts

  • Weight/money header; optional virtual money & gunbelt tiles

  • English-facing UI strings (config remains editable where shipped open)

Requirements

  • RedM

  • vorp_core

  • vorp_inventory

  • oxmysql

Installation

  • See INSTALL.txt included in the resource (dependency order and server.cfg example).

Store / purchase

Support / Discord

Preview


Required information (script / resource)

Code is accessible:
No

Subscription-based:
No

Lines (approximately):
~5,800 (Lua + HTML/CSS/JS in package; approximate total line count)

Requirements:
RedM · vorp_core · vorp_inventory · oxmysql

Support:
Yes


1 Like

I have been looking into this kind of ui for a while, I’m excited to see you’ve got a working version. Do you plan on also making a version for RSG?