No, the script configures models for the different items and causes drops to be created with the configured models. You can watch the video if you have questions
I had to modify part of your script to be able to make ours. When you purchase our script it comes with instructions in which we explain step by step what to do and what to replace in your ox_inventory.
local dropItems = {
burger = `prop_cs_burger_01`
}
exports.ox_inventory:registerHook('swapItems', function(payload)
if payload.toInventory ~= 'newdrop' then return end
local items = {}
for _, item in pairs(payload.items) do
table.insert(items, { item.name, item.count })
end
local dropCoords = GetEntityCoords(GetPlayerPed(payload.source))
local dropId = exports.ox_inventory:CustomDrop("Custom Drop", items, dropCoords, 1, 0, nil, nil)
if not dropId then return end
CreateThread(function()
for _, item in pairs(payload.items) do
exports.ox_inventory:RemoveItem(payload.source, item.name, item.count, nil, item.slot)
Wait(0)
end
exports.ox_inventory:forceOpenInventory(payload.source, 'drop', dropId)
end)
return false
end, {
itemFilter = dropItems,
typeFilter = { player = true }
})