Multiple models and weapon models for INV mod has been discussed, and was always going to be implimented. However, things take time.
I'm building a module called ArrayX. Once it is completed, I'll resume work on TSXMOD.
Heres the order of how things will work after its done:
Various Mods - Cuff, heal, medkit, etc
VehicleMod
InvMod improvements
Keys/Doors/Building mod - will work on ANY map
PetMod
etc
AVARP also had a sort of ineffecient keymod.
KeyMod is going to function like this:
When you start up KeyMod, every door is unlocked, and has a key.
The admin runs around to a building they want to lock and sell.
He types in console like:
amx_make_building "Apartment A"
And then grabs the keys he wants to be bound to apartment A, then does
amx_end_building
Now, Apartment A is locked, and bound. Now you can make an Inventory Item with the following command:
amx_buy_building %USERNAME% "Apartment A"
Now, when they buy the item, and use it, they now have the deed to APARTMENT A, giving them all the keys assosiated with it, and such, thus allowing you to make a realestate INV NPC.
Keys have their own INVMOD type menu, called a KeyRing, from which you can access and use your keys.
In addition, any door not linked into Building Mod will have their keys still in the door, and attempting to use that door will lock it, and give the person using it the key.
Sound good?
BTW, with the new gunshop item "inv_gun", you can make gunshop NPC's, PD NPC's, and the rest.
I'll finish cuff at about 10:00 tonight, along with a medkit item I had planned, right after ArrayX.
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