QB | BETA Grid Inventory With Health System
110.00 USD
On our Documentation site you can find all our guides for the installation and use of this and all our other scripts.
This script is feature-rich, heavy, and technically complex, meaning bugs, glitches, or unexpected issues may and will occur during usage. While extensive testing is done, edge cases are unavoidable at this stage of development.
If you encounter any issues, please create a support ticket on our Discord.
Reporting bugs helps us:
Identify issues faster
Apply fixes efficiently
Improve stability for everyone
Include as much information as possible (logs, steps to reproduce, screenshots).
Bug fixes, glitch fixes, and error resolutions are worked on daily.
Updates are deployed through CFX.
It is highly recommended to update the script frequently to ensure:
Best performance
Latest fixes
Improved stability
Advanced Grid Inventory is a modern, immersive, and highly customizable grid-based inventory system built specifically for FiveM survival/mil-sim servers. It replaces traditional list-based inventories with an interactive grid system, offering deep item mechanics, realistic equipment handling, and persistent storage solutions.
The script is designed with performance, realism, and flexibility in mind, making it ideal for serious RP, survival-based servers, or any community seeking an advanced inventory experience.
Sleek dark-themed user interface with a clean and modern design.
Minimal clutter, focused on readability and ease of use.
Smooth transitions and interactive UI elements.
Fully responsive layout for different resolutions.
Built to support complex inventories without overwhelming the player.
True grid-based layout, inspired by survival and tactical games.
Items take up configurable grid space (width & height).
Encourages strategic inventory management.
Drag & drop support between containers.
Works across player inventory, backpacks, tactical rigs, lockers, and loot containers.
Items can be rotated inside the grid. [SPACE BUTTON]
Rotation changes the item’s grid footprint.
Allows players to optimize space usage efficiently.
Rotation state is saved and persistent.
Supports multiple item rarity tiers (Uncommon, Rare, Epic, Legendary, Mythic).
Each rarity can have:
Custom colors
UI highlights
Drop chances
Rarities are visible in:
Inventory UI
Loot containers
Item inspect UI
A fully custom weapon loading system with three distinct loading mechanics:
Chambering
Ammo can be chambered directly into compatible weapons.
Simulates realistic weapon handling.
Single Ammo Loading
Magazine Loading
Load ammo into magazines.
Insert magazines into weapons.
Magazine capacity and ammo count are tracked individually.
All ammo states are persistent and saved.
Items have a quality/durability value.
Using items gradually reduces their quality.
When an item reaches 0% quality, it becomes broken.
Broken items:
Dedicated equipment slots separate from the main inventory grid:
Primary Weapon Slot
Secondary Weapon Slot
Sidearm Slot
Melee Weapon Slot
Vest Slot
Helmet Slot
Equipped items function independently from inventory storage and sync visually with the player.
Backpacks provide additional grid-based inventory space.
Each backpack has:
Rarity
Custom grid size
Space limits
Items inside backpacks are:
Fully persistent
Saved on death
Saved when stored in lockers
Tactical rigs act as secondary storage containers.
Custom grid sizes depending on rig type.
Adds extra inventory slots without increasing base inventory size.
Persistent storage identical to backpacks.
Equipped items visually appear on the player model:
Helmets
Vests
Backpacks
Tactical rigs
Automatic sync with clothing components and props.
Supports server clothing frameworks.
Over 250 custom items included out of the box.
Each item features:
High-quality images
Configured grid size
Rarity tier
Stack limits
Usage logic
Easily expandable via configuration files.
Dedicated Item Inspect interface.
Displays:
Item image
Name & rarity
Description
Ammo state (if applicable)
Enhances immersion and item clarity.
Built-in admin-only inventory tools.
Spawn items directly into inventories.
Supports:
Item variants
Ammo-filled weapons
Quality presets
Designed for testing, moderation, and events.
Personal player lockers for long-term storage.
Locker contents are persistent.
Locker expansions available:
Increase grid size
Unlock additional storage slots
Items stored remain safe across restarts.
Fully configurable looting mechanics.
Supports:
Containers
Crates
Loot tables are:
Randomized
Easy to configure
Category-based
Crate models and spawn locations are configurable.
On player death:
Loot is fully interactive and lootable.
Ground loot remains for 15 minutes before deletion.
Persistence applies even after:
Server restarts
Script restarts
Prevents item loss and improves reliability.
Loot containers are not instantly revealed.
Items are discovered over time while searching.
Searching speed and reveal logic are configurable.
Adds realism and tension to looting.
Stackable items supported.
Configurable:
Max stack size
Stackable item list
Items can be:
Split into smaller stacks
Merged dynamically
Supports food, drinks.
Consumables:
Easily expandable for custom RP items.
Items stored in backpacks and tactical rigs:
Persist after death
Persist when stored in lockers
Prevents item loss and maintains immersion.
Fully interactive drag & drop system.
Context menus for items and containers.
Smooth animations and instant feedback.
Designed for fast interaction and immersion.
All inventory-related data is stored in MySQL tables.
Stored data includes:
Player inventories
Equipped items & equipment slots
Backpack and tactical rig contents
Item quality/durability
Ammo, magazines, and chambered rounds
Locker inventories and expansions
Ground drops and loot containers
Data is serialized efficiently to minimize database load.
Automatic fail-safes to prevent:
Item duplication
Data loss
Corrupted inventory states
Transactions ensure critical operations (moving, stacking, storing items) are safely committed.
A fully modular weapon attachment system designed for realism and deep customization.
Planned Features:
Attachments stored as physical inventory items.
Grid-based attachment management (attachments take space).
Supported attachment types:
Optics (red dots, scopes)
Barrels & suppressors
Grips & foregrips
Stocks
Tactical attachments (flashlights, lasers)
Attachment compatibility per weapon.
Attachments visually appear on weapons.
Attachment durability and quality support.
Attachments saved persistently via MySQL.
Attach/remove attachments directly from the inventory UI.
A realistic and immersive health system fully integrated with the inventory and consumable mechanics.
Planned Features:
Custom injury system:
Bleeding
Fractures
Burns
Gunshot wounds
Body-part based damage (arms, legs, torso, head).
Injuries affect gameplay:
Movement speed
Weapon handling
Stamina
Advanced healing mechanics:
Bandages, tourniquets, splints, medical kits
Different healing items for different injuries
Medical items stored and used through the inventory.
Temporary and permanent effects:
Pain
Blurred vision
Limping
Full MySQL persistence:
Injuries saved across sessions
Effects restored on reconnect
Highly configurable for balance.
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