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Notice: Limited feature/enhancement updates (v3 info) #1699
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Some suggestions for the v3
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This would definitely need to be a case-by-case basis.
Containers definitely need a rework and I need an improve "search" function that takes some different options, including going through containers. Would get a bit shitty if we have nested containers, however.
Pretty much comes down to needing to return to the previous inventory, or otherwise making containers open a new inventory window.
Already something I've wanted to do for a long time.
Crafting system needs a complete overhaul.
I feel like hooks are good enough for this; also need to consider - does this need a full inventory or just some metadata (x cigarettes remaining). On the matter of hooks, the new inventory will be built around them to allow far more actions; a lot of hardcoded behaviour will moved to hooks. |
Could be done by adding something similar to stack & close in data/items.lua (or whatever it becomes) 🤔 Also would it be possible to have tabs for the inventories? (could have all the player's containers as tabs* on the left side & the ground/drop/ [insert other opened inventory (trunk etc)] on the right side) |
There is ton of ideas to implement if container was ez to use
Hooks are good, but container need to be registered once before to be able to add item inside, this is a little tricky Metadata can do the trick for cigarettes but you miss the concept of container, ex : i smoke 1 cigarette then i have a free slot inside and can hide my weed inside I like the @TonybynMp4 idea of tabs |
I'm specifically talking about your example of cigarettes in a container which seems overkill.
https://overextended.dev/ox_inventory/Functions/Server#getcontainerfromslot Sidenote, containers need to be properly linked to items in the database so that I can remove "dead" containers that have been deleted. Having thousands of containers like cigarette boxes and fast food bags isn't ideal. |
It's easy enough 🤔 |
Keep in mind we need to keep track of the opened inventories and the players they were opened by so that we we can update all clients that have these inventories opened when the state changes, which sounds like it could be a bit tricky/annoying. Though I also like the idea having tabs for stuff like containers. |
This is actually something I'm already doing ever since the "inventory sync" update and wouldn't be difficult to adapt for multiple open inventories. |
Noice, UI would definitely need a whole lot of adjustments for something like that since it's currently hardcoded for left and right inventory only. Something to keep in mind for the rewrite. |
bag support would be neat. |
wdym by bag? |
think he means backpack |
Yeah i'm wondering cauz that's already a thing you can do lol |
statebag i guess |
dont punch me, but ox_inventory in Sveltekit would be so incredibly cool |
Backpacks, so we can potentially have a second (or third, depends on how you look at it) inventory. So when i open my inventory and I have a backpack on, it'll show another inventory below my main inventory with stuff in it from the bag. Not sure how to word that better, but it's probably pretty obvious what I'm talking about. |
This has already been implemented for quite a while. https://overextended.dev/ox_inventory/Guides/creatingItems#creating-container-items |
May i suggest adding a "multi stash", some kind of UI to show and allow interaction with multiple stashes at once, with optional pins for each stash, kind of like a locker, potentially making it "customizable", if you have the right permissions you could change the name of the stashes, the pin.. 🤔 I think it would be better to integrate such a thing directly in the inventory's UI instead of using a ox_lib menu (like the inventory's evidence does) or an external UI. |
would a system grid be an option? https://forum.cfx.re/t/opinion-grid-inventory-ui-dayz-style-spatial-tetris/4823453 |
i was thinking of some way to classify items as illegal or drugs this could be stored in a statebag and identified as a config variable. a use of this would be for a things like drug dogs etc to quickly see if a player had an illegal/drug item on them. i have a custom adaptation that incorporates this already but it would be a cool feature for v3. |
You can do that 100% without touching the inventory nor statebags with a simple item check, it would be pointless to add it to the inventory |
No major enhancements or features will be implemented or merged from requests.
Ideally any bugs or minor nuisances can be patched, or other small changes can be implemented infrequently - the idea is to be able to provide long-term support and ensuring a stable release is always available.
I want to be able to work on ox_inventory v3 at some point which will guarantee many breaking changes and will require a great deal of effort to help users transition towards it.
Some expected changes for v3
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