๐ŸŽฑITEMS

Here you will see how inventory sees items

HOW ITEMS GET REGISTERED

BY DEFAULT

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

ITEMS.LUA (qb-core/shared/items.lua)

Here you will find a list of all of your items. Some may not have required structure from below you should define in each item with required fields atleast to experience no issues.

C8RE TOOLS

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.

Field
Type
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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