🎒Inventory
Our built-in inventory supports ox_inventory. It could be that you are using a different inventory but still would like to use our script. That's absolutely possible, just follow the steps below!
Step 1: Finding the inventory system
Go to the sg-panning/bridge/server/qb.lua file and search for the function AddItem and ItemCount.
AddItem
local ox_inv = GetResourceState('ox_inventory') == 'started'
function AddItem(Player, item, amount)
if ox_inv then
local canCarry = exports.ox_inventory:CanCarryItem(source, item, amount)
if canCarry then
exports.ox_inventory:AddItem(Player.PlayerData.source, item, amount)
else
print('You cannot carry this!')
end
else
Player.Functions.AddItem(item, amount)
end
end
ItemCount
function itemCount(Player, item, amount)
local count = 0
if ox_inv then
count = exports.ox_inventory:GetItemCount(Player.PlayerData.source, item)
else
for slot, data in pairs(Player.PlayerData.items) do -- Apparently qb only counts the amount from the first slot so I gotta do this.
if data.name == item then
count += data.amount
end
end
end
return count >= amount
end
Step 2: Change all exports & ox-related stuff
If you want to change the inventory, make sure to change all the exports and also work if ox_inv then out of the picture. Here are some examples of the exports that you can use to make different inventories work.
QS Inventory
exports['qs-inventory']:AddItem(source, item, count)
exports['qs-inventory']:CanCarryItem(source, item, amount)
exports['qs-inventory']:RemoveItem(source, item, count)
exports['qs-inventory']:GetInventory(player)lua
For example, for AddItem it would look something like this.
local qs_inv = GetResourceState('qs-inventory') == 'started'
function AddItem(Player, item, amount)
if qs_inv then
local canCarry = exports['qs-inventory']:CanCarryItem(source, item, amount)
if canCarry then
exports['qs-inventory']:AddItem(Player.PlayerData.source, item, count)
else
print('You cannot carry this!')
end
else
Player.Functions.AddItem(item, amount)
end
end
Step 3: Testing
Basically you're all done, but make sure that you have tested before officially releasing it in your already airing FiveM server to prevent player inconveniences.
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