[PAID] Persistent Items System (BETA) by NXT Studio

All items dropped on the ground will be permanent until someone picks them up.

Items disappear when the player leaves close range.

When dropped it stays in place forever.
A calculation was made to not be able to drop an item inside a wall.

Only compatible with (QBCore or ESX) & ox_inventory

TODO: Add a time limit, after that time the item will disappear and be deleted from the database.

The script is in beta, so it’s discounted. May contain instabilities

DOWNLOAD

NXT Persistent Items $60 for $36

MEDIA

DOCUMENTATION

https://docs.nxtstudio.net/paid-scripts/persistent-items/installation

Code is accessible No
Subscription-based No
Lines (approximately) 2000+
Requirements QBCore, ox_lib, oxmysql, ox_inventory
Support Yes
2 Likes

$36 for this?

If you find it simple to create a logic to drop items with props and make them persistent on the ground, even if the server restarts the items will respawn in their respective places.

Keeping their physics and properties.

There is server-side logic to correctly spawn items on the ground to work well with onesync and infinity and without causing infinite crashes.

I’m working on a better and more explanatory video.

It’s not simply dropping an item and creating an object on the ground.

Maybe I have poorly write the script description

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woow like!!

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Hello,

Any plans for esx?

2 Likes

its compatible with OX_ INVENTORY so ill take a wild guess and say yea thats its already on esx unless qbcore uses it now :person_shrugging: not saying im right though

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ox_invent is on qb core too thats why im asking

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I’m going to port it to ESX

Store the placed items, everytime the server starts, create the item.

Not sure what physics there are to maintain that aren’t already invoked when the object is created. Maybe FreezeEntityPosition? Either way its likely done by one line natives.

What logic might that be if you dont mind me asking? Are you refering to culling the entity via SetEntityDistanceCullingRadius - FiveM Natives @ Cfx.re Docs? What overly complicated logic to iterate and create objects on the server justifies a 30$ price tag.

Maybe I’m wrong and there’s more to this, but if this is as simple as I believe it is, 2000 lines of code is over exaggerated and 30$ is far too steep.

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Hi how are you? Thank you for your comment.

If you do it the way you say, simply creating all the objects when the server starts would be a big problem, why would you be creating an object that “nobody” is seeing? I’m sure this would generate multiple crashes.

With that I need to do a series of checks and synchronization from the server to the clients and clients to the server

And no, I don’t use any of those natives you mentioned there.

Now, if I share exactly what was done, this should be an open source script and not something I’m selling.

Now its working with ESX too

Great release… keep up the good work.

1 Like