๐ฑITEMS
Here you will see how inventory sees items
HOW ITEMS GET REGISTERED
BY DEFAULT
If you add new items from lets say some script you are installing. Those items will bypass ItemsDataOverride and will be added to C8RE TOOLS
Once the inventory starts up it will use the default places to aquire items. After start up if ItemsDataOverride is enabled (It is by default) the inventory will continue items managment with C8RE TOOLS
C8RE TOOLS
With ItemsDataOverride = false editing items from default places is not possible. Only items added through the menu will update.
Enable C8RE TOOLS using command /core_inventory
After inventory is started and ItemsDataOverride is enabled (It is by default). You have to manage your existing items in the C8RE TOOLS UI. You can add new items if you scroll to the bottom or manage existing ones.
REGISTERING STRUCTURE
Fields for items added in items.lua, items table in database or by using c8re tools (core_inventory). Each field has its own purpose.
name*
string
Items id that will be used in scripts and commands (lowercase)
label*
string
Items official name that will be used in UI's
x*
number
How many slots horizontally does the item take up
y*
number
How many slots vertically does the item take up
category*
string
Items category must exists in Inventory config ItemCategories = {
componentHash
string
Used only for weapon attachments. And only in UniqueAttachment setting in config_weapons
componentTint
number
Used for weapon skins. Unused by default attachment examples.
componentCapacity
number
Used only for weapon mags with category = 'component_clip' Undefined it sets to 30
backpackModel
number
Used only if the item when held should give you a backpack. This sets backpack model
backpackTexture
number
Used only if the item when held should give you a backpack. This sets the model's texture
description*
string
Used for every item to give more info about it in inventory info
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