#Crafting amount
1 messages ยท Page 1 of 1 (latest)
Yeah you can. But I don't have time to teach you VUE so I suggest you google some tutorials and check in on the links in the Crafting Readme regarding ui redesigns 
I see the v-silder in the vue. still dont get it how the build en dev work
It's explained in the link in the Readme
I can't really help you anything beyond what's in there. I'm no teacher
i know.. but you give me good direction ๐
Can use this on a qbox framework?
Crafting is working fine but still export for blueprints is not because he cannot create a usable item the function get a nil value
Creating blueprints via command is broken in qbox I think. They fucked something up with commands.
i explained export here:
#1215664485553938433 message
Well it give a error nil value at row 229 on server side if i try get blueprint. That one is the function is what kinda blue i get.
That is the failchange
You're probably using it incorecctly then
I use default settings
Just read what I linked
the items is not created..
"blueprintitem does not exist" ?
yes that he print in the console
what is "blueprintitem"?
blueprintitem is the client function to get all blueprints
Do you have better logs on server side for this? pretty sure those are server side logs.
Something you made?
i am testing now live
Cause cw-crafting doesnt have any uses of "blueprintitem" at all
i run notthink only cw-crafting now
yeah but there's NO USE, NO MENTION, of something called "blueprintitem" in cw-crafting. It's something you added probably
local function giveBlueprintItem(source, blueprintValue)
if not Config.oxInv then
local info = {}
local Player = QBCore.Functions.GetPlayer(source)
info.value = blueprintValue
Player.Functions.AddItem('blueprint', 1, nil, info)
TriggerClientEvent('inventory:client:ItemBox', source, getQBItem('blueprint'), "add")
else
local carry = exports.ox_inventory:CanCarryItem(source, 'blueprint', 1)
if carry then
print('Carry', carry)
exports.ox_inventory:AddItem(source, 'blueprint', 1, {label = "Blueprint: "..blueprintValue, value = blueprintValue})
else
if useDebug then
print("Can not carry. Dropping on ground")
end
local pped = GetPlayerPed(source)
local coords = GetEntityCoords(pped)
exports.ox_inventory:CustomDrop("drop-"..math.random(1,9999), {{'blueprint', 1, {label = "Blueprint: "..blueprintValue, value = blueprintValue}}}, coords)
end
end
end
exports("giveBlueprintItem", giveBlueprintItem)
with the carry he cannnot find the item
then he say blueprintitem does not exist
he try to drop it but cannot drop it..
he is generate it but notthink there
try setting the weight of the item to 0
i pushed a patch that removes the cancarry check
well i have add item blueprint
['blueprint'] = {
label = 'Blueprint',
client = {
image = "blueprint.png",
}
},
like this he add it
now
in the inventory ox
I added the ox item to the readme now
