Garry's Mod

Garry's Mod

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Resident Evil 2 Inventory
   
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素材类型: 插件
插件类型: 工具
插件标签: 快乐, 影视, 角色扮演
文件大小
发表于
更新日期
265.468 MB
2023 年 8 月 22 日 下午 3:27
6 月 27 日 下午 2:13
53 项改动说明 ( 查看 )

订阅以下载
Resident Evil 2 Inventory

在 Cutta 的 3 个合集中
RERP
12 件物品
rp rp
56 件物品
Cutta's Addon Creations
11 件物品
描述
Resident Evil 2 Style Inventory

Pick Up Stuff
Left Shift + E
Open Inventory
F3 or Console Command RE2_INV_Open

So I been working on this for about 2 weeks and thought it would be something to put out. I been
such a resident evil 2 fan for the ps1, i thought i make an inventory system to look like it.
I'm no artist so i'm not very picky with details. I did the best i could and I hope you all like
it

inGame Editor
ConsoleCommand: RE2_INV_Editor

Settings
ConsoleCommand: RE2_INV_Settings

Supports Cutta's Simple Looting System https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2984671857

Supports Crunchy's Ultimate Item Pickups https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2690914262

Adding Entities and weapons?

  1. Create New Folder In Addons Folder with New Lua File (addons/whatevernameyouput/lua/autorun/whatevernameyouput.lua)
  2. Copy Code Below Into The whatevernameyouput.lua
  3. Replace fields; Name, Class, Model, Type
  4. Copy And Paste to Add More

hook.Add("InitPostEntity", "re2inv", function() RE2_INV.AddItem({ name = "NAMEOFITEM", --Name Item classname = "ENTITYNAME", --Entity Name model = "MODELPATH", --Model Path type = "TYPE", -- weapon or entity }) RE2_INV.AddItem({ name = "NAMEOFITEM", --Name Item classname = "ENTITYNAME", --Entity Name model = "MODELPATH", --Model Path type = "TYPE", -- weapon or entity }) end)

Credit to LighterChu for Menu Design
热门讨论 查看全部(4)
23
2024 年 12 月 15 日 下午 12:31
Conflicts With Addons
Cutta
6
2023 年 8 月 27 日 下午 6:20
can somebody tell me how to fix "couldnt mount addon file"
PixelVoyager1989
1
2024 年 8 月 20 日 下午 12:16
all errors i am getting (though mod itself mostly works fine) and my thoughts on what it might be
Ivy Lyons
128 条留言
foreskin bleeding curdled nut 10 月 15 日 下午 4:58 
got rid of the mod and now i cant use weapons
lateaugustfrost 8 月 25 日 下午 9:16 
if i pick up a weapon normaly it doesnt get added to the inventory
burntfrenchfries 5 月 7 日 下午 2:46 
i need.... resident evil 8 hud...
Napoqe 1 月 29 日 上午 2:05 
Anyone made a RE 1 classic inventory system. @Cutta Why don't you talk to the author of this mod to improve yours? Since both inventory systems are almost identical to these two Resident Evil.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1191347921
Cutta  [作者] 1 月 21 日 上午 2:03 
I will look into this
TacoAidan 1 月 2 日 上午 9:48 
When i equip a gun through the inventory, it gets rid of my ammo, any fix for this?
Callsign_Ewok 2024 年 12 月 19 日 上午 8:34 
I'll gladly test that, as I would be very thankful for such. The Resident Evil 4 merchant is very near and dear to me espcially for my Realism videos regarding future survival horror content.
Callsign_Ewok 2024 年 12 月 19 日 上午 8:33 
Perfect!! Thank you good sir!
Cutta  [作者] 2024 年 12 月 18 日 下午 12:31 
i'll have it as an option if you have the model downloaded
Callsign_Ewok 2024 年 12 月 18 日 上午 6:09 
So the new playermodel is just a female citizen who also does some tposing here and there? I will be honest I did love and prefer the Resident Evil 4 merchant model, I will miss it! However I'd imagine it would be annoying of me to ask to change that back so I won't beg you to hard to do that for me. I appreciate the work you do in keeping this mod alive, it's made my realism gameplay experiences and survival horror aspects and films much more interesting and immersive. Love this mod.

I got the Resident Evil playermodel expanded pack again, which includes the Merchant from Resident Evil 4. So it should work fine again with no errors if a Resident Evil 4 merchant model was loaded into the merchant in another update for this mod.

Or even as a optional additional spawn in the menu's, a Resident Evil 4 merchant that sells "weapons". My preferred merchant I tend to use. Maybe a option that can be checked on or off or just a spawn.