Weapons will not be on the back of your character, when you equip the weapon it will be in your hand and ready for shoot, boom boom. (if you have the ammo equipped also which is compatible with the weapon)
Clothings are items, yeap. (shoes, and others.) And if you want you can also create a small “inventory” for clothings like pants have 2x2 grid. (like a pocket. )
Hello can you tell me how the clothing system works? Does the work clothes come off when you open inventory? for example the police I dressed in work clothes open inventory and it came off or stayed on me?
If you have applied the clothes with a different resource and system, just plainly with the SetPedComponentDrawable (or whats the function named) then it wont be showed in the inventory.
The inventory only shows the weared items, which had interact with the inventory, because we are basically storing the item data under the weared.
I may have worded it wrong, let me know if it’s not clear. ^^
I don’t quite understand what you’re talking about) I use standard clothes that in esx as inventory will work with clothes that are at work will they fly off
If the clothes are items then it will show up in the inventory yeah.
But most of the duty systems or how to call them, just apply the clothes via functions like SetPedComponentDrawable.
I can gift you the inventory for testing purpose if you need.
Only issue I’m having right now is getting images to show up in the inventory on items we have added. We are able to get them in the inventory and everything, but their image doesn’t show even though it is in html/items folder
You have to modify the functions in the aquiver-lib, but i am working on it.
But its an inventory, its the core of the server, you will probably have to touch the code, there is just no way that everything should work automatically vice-versa.
aquiver-lib is now a dependency (we handle the objects, player connect and other things through this)
Attachment on weapons
New tooltip info panel (similar to inventory v4 version)
Slot changes (shortkeys, wearable items)
→ Primary & Secondary Weapon, Ammo slots was removed. (There was no point having them in different slots if players did not wanted to equip the weapon instantly.)
→ The entire slot system was rewritten
→ You do not have to equip ammo anymore on your character, it will consume up from the from your inventory.
Some unused export functions were removed.
Now you can equip throwable (grenade, etc.) and misc weapons (petrolcan, etc.)
→ Throwable & Misc weapons will consume its quality as “ammo”
Dragging start process now has a small threshold, it will not instantly grab the item if you click it with left click
Drop item fixes, when it was dragged from the inventory to the drop grid the item was not created.
… Many changes
WARNINIG This update was not a refactor, many things changed, if you have no problems with the current version, please decide that you want to update or not!