This resource is standalone, this is not linked to any framework so you will have to adjust some things to work properly with your server.
If you are not familiar with basic Lua scripting then we do not recommend you to take your time with a custom inventory, its better to go with the default built-in framework inventories.
Features
Vehicle trunks gloveboxes & faction safes.
Drag and drop between slots.
Shortcuts (Keybinds 1-5)
Moving items inside inventories are synced between the opened players. (Neccessary with trunks and others)
Dropping items on the floor. (With custom raycasting system)
Customizable vehicle trunk & glovebox weights.
Easy item define and registering usable items.
Weapon system (You can set different bullets for different weapons, you do not need to use bullet mags no more. Bullets are realtime updates clientside with the amount.)
and many more⦠(Explained later in the functions.)
Dependencies
MySQL
Server version +4752 (because of ecrow)
cfx baseevents (or any other which can trigger serverside the death event.)
Installation, config files, snippets, exports
You can find more information about it on our Documentation website.
There are also code snippets, how the config file looks like and many other things.
No time convert it to esx but Iām totally in love with design of this inventory! Not the same for shop design, would be better with the amazing UI design of inventory. Anyway awesome work!
just wondering what the performance is going to be like for the server, I noticed the ammo is kept as an item in the inventory, and it updates on every shot fired. I can only imagine the strain it would put on the server when for example you have a lot of people shooting at once, some even at a higher rate of fire.
the design for the inventory looks nice and clean.
Just something came in my mind.
Many servers use esx_carmileage script, if i remember well that script is sending an event every 250ms to the server when the player is in the vehicle. (correct me if i am wrong. )
And on Roleplay servers i do not think that everyone is shooting a gun.
In big gunfights there can be a lot of event, but yeah.
Maybe ammo mags are better idea though.
Edit: I will add the resmon performances to the topic.
Youāre correct that not everyone would be shooting a firearm, but the ones that do will end up slowing down the server. Keep in mind, your resource isnāt the only thing that requests āattentionā of the server. Itās a nice idea, donāt get me wrong. I just bear concerns for the healthiness of servers. Using a carbine for example has a higher rate of fire than a .50 pistol. If it triggers an event everytime the carbine uses a bullet, it will create a big issue.
Itās not entirely uncommon to have the PD force, all use high rate of fire firearms at once. Not even adding the criminals into the occasion just yet.
We currently donāt run any framework but we do run a standalone currency system so being able to have functional inventory would be AWESOME so Iām really digging this resource. I started looking over the documentation and had a couple questions.
I see in the docs that the death system needs setup otherwise players will not have their inventory reset on death. If someone dies, do they just lose everything or does it sit on the ground somewhere for X amount of time so either they can come back and get it or someone else can collect it? (My thought is that if someone dies, the stuff should stay there and LEO or EMS can collect it as evidence and then the player can claim it (Generally speaking, we do not require players to create new characters when they die). Alternatively, is it possible for them to just keep their stuff?
Is there a way to āsearchā a player to see what all they have on them? Like if an officer is searching a suspect, would they be able to see everything the person is carrying?
On our Server, we always had issues with this item delete thing, this was always a question in our community. Players when they died, they always went back to their death place, thats why we wrote the script like this. Every item, which has the variable deletable = true, gets deleted upon death, otherwise not.
Frisking is not included in the script. Maybe it could work, by simply opening the target players inventory, then the system handles all of the stuff.(moveitem, etc.)
If these are major issues, then reconsider buying the script please. I am not planning to rewrite the script to include these functions. (I wrote it months ago, its always hard to open up an old project and modify things.)
And, as i always say, only buy this script, if you have a basic lua experience. If you just want a simple inventory, and simple setup thing, you should go with the default ESX or other inventory frameworks, which are basically just put in the folder and go. Here you will have more things to adjust (I mentioned in the docs.), but you will have something ānewā which is not used in every server.
Thank you for the reply and also I appreciate the caution of reconsidering if these are major issues. The delete on death was def a major issue for me, but since you already have function there to define as not deleted, that is 100% a useable solution for me. Dropping for collection later would be cool, but setting items to not delete is perfectly fine.
The other part regarding the frisk function, that was more just curiosity as I am good with setting up my own tools to do this. Is it safe to assume that the export of function av_playerHasItems that is exampled in the documentation would return the results of someone elses inventory if I was to setup my own code to run that export?
do not buy here if you do not want to wait for support over 4 weeks and more. sanother scripter who gives a f*ck to his customers after getting ass full of money