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DZ Inventory

Description

MODERN DZ-STYLE INVENTORY
01 — Inventory

MODERN DZ-STYLE INVENTORY

A modern grid-based inventory designed around the DayZ-style item management experience, with per-item dimensions, weight limits and server-side validation.

  • Grid-based item placement with configurable sizes.
  • Per-item weight and slot limitations.
  • Drag & drop item management.
  • Item rotation while dragging.
  • Stack splitting and merging.
  • Timed and conflict-aware transfer processing.
  • Fully server-validated inventory mutations.
02 — QUICK SLOTS

QUICK SLOTS & WEAPON MANAGEMENT

Keep your most important items accessible without constantly opening the inventory.

  • Quick slots remain visible while the inventory is closed.
  • Assign items directly from the inventory.
  • Slots 1–7 can be used for quick access.
  • Primary and Secondary Sling slots are bound to quick slots 1 and 2.
  • Weapons can be equipped and holstered directly through quick slots.
  • The GTA weapon wheel is disabled for a more inventory-focused experience.
QUICK SLOTS & WEAPON MANAGEMENT
03 - WEAPONS

ADVANCED WEAPON SYSTEM

Every weapon becomes an individual inventory instance with persistent data and detailed weapon handling.

  • Unique weapon serial numbers.
  • Individual durability.
  • Weapon attachments.
  • Magazine-based ammunition.
  • Weapon-specific ammunition metadata.
  • Weapon cleaning and durability recovery.
  • Fire mode switching.
  • Single, burst and automatic fire modes.
  • Magazine loading and unloading.
  • Weapons without magazines support internal ammunition.
  • Weapon data remains persistent through transfers.
04 — AMMUNITION

DETAILED MAGAZINE & AMMO SYSTEM

A dedicated ammunition system gives weapons persistent magazine states and realistic inventory interaction.

  • Magazines store their current ammunition.
  • Reloading selects the fullest compatible magazine.
  • Loose ammunition can be loaded individually.
  • Magazine loading props are networked.
  • Nearby players can see magazine loading animations.
  • Magazine props are reused during continuous loading.
  • Multiple calibers different magazines for calibers
DETAILED MAGAZINE & AMMO SYSTEM
Feature image
COMPLETE CHARACTER EQUIPMENT SYSTEM
05 — EQUIPMENT

COMPLETE CHARACTER EQUIPMENT SYSTEM

Turn clothing and equipment into actual inventory items with persistent metadata and saved character appearance.

  • Pants, torso, T-shirt, shoes and vest slots.
  • Hat, mask, glasses, accessory and watch equipment.
  • Clothing metadata supports individual drawable variants.
  • Male and female clothing variants.
06 — BACKPACKS

PERSISTENT BACKPACK SYSTEM

Backpacks are fully functional inventory containers with their own grid, weight limits and persistent contents.

  • Multiple configurable backpack types.
  • Unique backpack IDs.
  • Persistent contents when dropped, stored or traded.
  • Configurable grid dimensions and maximum weight.
  • Optional dedicated weapon slot.
  • Backpack clothing/outfit support.
  • Backpacks can be opened directly from the ground or storage.
  • Backpacks cannot be placed inside other backpacks.
PERSISTENT BACKPACK SYSTEM
07- CONTAINERS

PORTABLE STORAGE CONTAINERS

Create specialized portable containers for different gameplay purposes.

  • First Aid Pouches.
  • Ammo Boxes.
  • Configurable grid sizes.
  • Individual weight limits.
  • Category restrictions.
  • Contents remain stored when the container is moved.
  • Fully configurable through Config.ItemContainers.
08- WORLD STORAGE

COMPLETE WORLD STORAGE SYSTEM

Store and access items throughout the world with multiple storage types.

  • Ground drops with configurable lifetime.
  • Vehicle trunk storage.
  • Vehicle glovebox storage.
  • Personal containers.
  • Job-restricted containers.
  • Shared containers.
IMMERSIVE CONSUMABLE SYSTEM
09 — CONSUMABLES

IMMERSIVE CONSUMABLE SYSTEM

Consumable items use a hold-to-use system with progress, props and cancellation controls.

  • Hold E to consume or perform the configured action.
  • Configurable consumption duration.
  • Item-specific props
  • Hunger and thirst integration. (Negative status values are supported.)
  • Consumable information can be integrated with external systems.
  • Nutrition data refreshes automatically after inventory changes.
  • Reusable food and drinks. (lik big foods and drinks)
010 — PLAYER LOOTING

PLAYER LOOTING SYSTEM

Allow players to search dead or hands-up players through an integrated looting system.

  • /rob player looting.
  • Target support for robbing
  • Distance validation on every transfer.
  • Looting window closes when the target becomes invalid.
  • Configurable death and hands-up state handling.
PLAYER LOOTING SYSTEM
SKILL-BASED CARRY CAPACITY
012 — Z SKILLS

SKILL-BASED CARRY CAPACITY

Integrate inventory capacity with Hate ZSkill for progression-based carrying limits.

  • Balance skill integration.
  • Load Carrying bonuses.
  • Resilience bonuses.
  • Configurable carry capacity effect.
  • Optional backpack capacity bonuses.
  • Capacity updates immediately when skills are unlocked.
  • Existing items remain protected when capacity decreases.
Other ınformatıons

Framework

Built with framework bridges so the inventory can integrate into different FiveM server environments.

  • ESX Legacy support.
  • QB-Core support.
  • Qbox support.
  • Qbox compatibility through its QB-Core bridge.
  • Framework inventory methods remain available through the bridges.
  • Custom framework integrations can be implemented through the bridge layer.

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