Garry's Mod

Garry's Mod

Resident Evil 2 Inventory
Cutta  [developer] 26 Aug, 2023 @ 2:53am
Conflicts With Addons
If you have issues with other addons while having this installed. please let me know here and i'll try by best to make workarounds.
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Showing 1-15 of 23 comments
encrede 27 Aug, 2023 @ 11:57am 
This addon doesnt work with Crunchy's ultimate pickups, i just cant put items from it in inventory
Cutta  [developer] 27 Aug, 2023 @ 12:07pm 
Did you add entities to the inventory system by using code in description?
encrede 28 Aug, 2023 @ 2:22am 
I havent noticed it when i've written that message, but why should i do it manually? Maybe you can make an option, which allow player to pickup anythng, even props, or, idk
Cutta  [developer] 28 Aug, 2023 @ 6:57am 
Most people do not want that. I made it to where you can add what you want. I provided the blueprint, everyone else has to add their own stuff to it. You don’t need to learn code to add your own
Cutta  [developer] 28 Aug, 2023 @ 7:37am 
going to make ingame editor very soon
ALT(+walk) + E collides with some parts of JMod due to a shared keybind, such as armor due to inventory's pickup action taking priority, a separate bind would solve it.
Lombaxtard 1 Sep, 2023 @ 6:41am 
lua/re2inv_cl_init.lua:613: Tried to use a NULL entity!
1. GetClass - [C]:-1
2. unknown - lua/re2inv_cl_init.lua:613

using this "https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2969274008" while pefrorming switching animation AND being in inventory

Also, is there a chance for binds though? Namely for opening the inventory and picking stuff up while also disabling default keys for this (re2_openinv and re2_pickup or smth like that)
Cutta  [developer] 1 Sep, 2023 @ 11:03am 
Will have a option to bind to any key in next update
Cutta  [developer] 1 Sep, 2023 @ 11:04am 
Originally posted by TheHopelessThrumbo:
ALT(+walk) + E collides with some parts of JMod due to a shared keybind, such as armor due to inventory's pickup action taking priority, a separate bind would solve it.

Fixed in new update.
Lombaxtard 2 Sep, 2023 @ 3:45am 
There is something weird with how this addon handles ammunition
It's impossible to get primary ammo using "givecurrentammo" or ULX aternative after emptying the clip, it only give you secondary ammunition. In case of weapons with no ALT fire (HL2 Pistol, Shotgun etc.) I don't even know what it gives you.

By the way, after updating from oldest version I can no longer equip and unequip weapons using the inventory so I'm stuck with old version for now
Cutta  [developer] 2 Sep, 2023 @ 9:15am 
I'll see what is wrong with ammo.
Last edited by Cutta; 2 Sep, 2023 @ 9:18am
Cutta  [developer] 2 Sep, 2023 @ 9:20am 
if you can't equip and unequip weapons, that means it is not in the Inventory system or addon conflict. Use console command RE2_INV_Editor
Last edited by Cutta; 2 Sep, 2023 @ 9:20am
Cutta  [developer] 2 Sep, 2023 @ 9:24am 
i just did givecurrentammo, and it works fine.
Lombaxtard 4 Sep, 2023 @ 2:19am 
Putting away weapons that were chambered (for example: AR with 30 rounds in the magazine + 1 in the chamber) back in the inventory forces them to lose chambered ammunition (that +1) altogether. Currently only tested with: "https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2083930887&searchtext=astw2", but I suppose it would be the same with ArcCW/TFA/Whatever weapons
Cutta  [developer] 6 Sep, 2023 @ 12:02pm 
working on it
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