UPDATE v1.9.8
- Added new marker system. Now you can customize the markers for each chest and shop type
- Now you need to press E to open a shop or a chest
- Fixed other html small issues
UPDATE v1.9.8
this will be fixed soon
and this won’t be changed for now
could you add an animation that plays when a player opens the inventory?
Yes, I will
Hi, yes it is possible
hello bro
please check message in cfx
like this one
@justgabri I’m getting kinda an error, when I start the inventory up on a server the things people have in there trunks are gone?
no they are stored on db.
okay but when I use the trunk from your inventory there is no items in the trunk but when I use the F9/K menu’s inventory there is? @justgabri
no they save with different keys in db
does this work for esx an is able to be used with essential mode and legacy mode
No only for vrp
not for now
Hey, there is this little bug that when lets say. I have 2 weapons with bullets also.
I put 1 in Slot 1 other in Slot 2. I equip slot1 weapon and load the bullets. Until now everyting is okay. IF i press Slot2 second weapon, i’ll Holster weapon from Slot1 and equip Slot2 weapon, BUT the bullets from the first weapon (Slot1) will dissapear and not store. I’ll look to fix it, but i wanted to mention it. Its a cool plugin and i’ve looked for a long time for one and I wanna help to it if i find any more problems.
Replace it and it should be okay
vrp_inventoryhud/client/weapon.lua
currentWeapon = nil
function vRPin.equipWeapon(weapon)
local ped = PlayerPedId()
local selectedWeapon = GetSelectedPedWeapon(ped)
print(currentWeapon, weapon)
if currentWeapon == weapon and not (selectedWeapon == GetHashKey('WEAPON_UNARMED')) then
vRP.playAnim({true,{{"reaction@intimidation@1h","outro",1}},false})
Citizen.Wait(1600)
ClearPedTasks(ped)
local currentAmmo = GetAmmoInPedWeapon(ped, GetHashKey(currentWeapon))
RemoveWeaponFromPed(ped, GetHashKey(weapon))
if currentAmmo > 0 then
INserver.holstered({currentWeapon, currentAmmo})
end
currentWeapon = nil
vRPin.notify({name = weapon, count = 1, label = Config.Items[weapon][1]}, "Holstered")
else
if currentWeapon == nil then
RemoveAllPedWeapons(ped, true)
currentWeapon = weapon
vRP.playAnim({true,{{"reaction@intimidation@1h","intro",1}},false})
Citizen.Wait(1600)
ClearPedTasks(ped)
GiveWeaponToPed(ped, GetHashKey(weapon), 0, false, true)
vRPin.notify({name = weapon, count = 1, label = Config.Items[weapon][1]}, "Unholstered")
else
vRP.notify({"Unequip your holding weapon first"})
end
end
end
RegisterCommand('reload',function()
if currentWeapon ~= nil then
local ped = PlayerPedId()
local magazineSize = GetMaxAmmoInClip(ped, GetHashKey(currentWeapon))
local currentAmmo = GetAmmoInPedWeapon(ped, GetHashKey(currentWeapon))
local toReload = magazineSize
if currentAmmo > 0 then
toReload = magazineSize - currentAmmo
end
INserver.requestReload({currentWeapon, toReload}, function(ok)
if ok then
SetPedAmmo(ped, currentWeapon, magazineSize)
MakePedReload(ped)
end
end)
end
end)
RegisterKeyMapping('reload', 'Reload your weapon', 'keyboard', 'R')
Citizen.CreateThread(function()
while true do
Citizen.Wait(100)
if currentWeapon ~= nil then
local ped = PlayerPedId()
local currentAmmo = GetAmmoInPedWeapon(ped, GetHashKey(currentWeapon))
if currentAmmo < 1 then
GiveWeaponToPed(ped, GetHashKey(currentWeapon), 0, false, true)
end
if GetSelectedPedWeapon(PlayerPedId()) == GetHashKey('WEAPON_UNARMED') then
currentWeapon = nil
end
-- do whatever u want with this, but this will also rremove ur bullets so if u want make a check and send remain bullets in inventory
-- if vRP.isInComa({}) or vRP.isHandcuffed{} or vRP.isJailed({}) then
-- currentWeapon = nil
-- RemoveAllPedWeapons(PlayerPedId(), true)
-- end
else
Citizen.Wait(1600)
end
end
end)