Garry's Mod

Garry's Mod

[AIS] Aaron's Inventory System
35 Comments
EthicalObligation 19 Oct @ 10:48am 
spine and ent:GetBonePosition(spine) or ent:WorldSpaceCenter() is effectively an if then else statement all in a single line :)
EthicalObligation 19 Oct @ 10:46am 
Nice stuff this is! Here is a bug fix for you as a token of appreciation:

ais_gui.lua line 320:

local spine = ent:LookupBone("ValveBiped.Bip01_Spine2")
local lookPos = ent:GetBonePosition(spine) or ent:WorldSpaceCenter()

should be

local spine = ent:LookupBone("ValveBiped.Bip01_Spine2") or false
local lookPos = spine and ent:GetBonePosition(spine) or ent:WorldSpaceCenter()

This will now properly display character if bone structure is non standard; allowing you to use the inventory with a custom animation playermodel.

tl;dr GetBonePosition doesn't always play nice when given a nil value. So check if it is a non nil val and if so run GetBonePosition. :) <3
Galok 13 Sep @ 8:51am 
can you add pick up and store weapon on ground?
Aaron  [author] 11 Sep @ 12:53pm 
Join discord and create ticket
Tekno 11 Sep @ 12:42pm 
From the silence, I can tell there's no way to bind any of the trinket slots.
Tekno 11 Sep @ 12:28pm 
I can take a screenshot and message you if you want a better idea of what I'm saying
Tekno 11 Sep @ 12:24pm 
The use active item command doesn't do anything either
Tekno 11 Sep @ 12:24pm 
I already have it equipped but it's not binded to any key
Aaron  [author] 11 Sep @ 12:20pm 
I mean, open up your inventory once you pick item up, place it or equip it on the correct slot and enjoy the effects. Trinket if have something coded in "on Use" then it would display on the bottom of the screen little UI
Tekno 11 Sep @ 12:19pm 
Like how do I bind trinkets? If that makes any sense since they have no bind written above them
Tekno 11 Sep @ 12:17pm 
Alright, then what?
Aaron  [author] 11 Sep @ 12:17pm 
Equip them?
Tekno 11 Sep @ 12:15pm 
So how exactly do you use trinkets with this mod?
Mo Gigmal 8 Sep @ 9:05pm 
nvm i bind it to my i key to open the bag
Aaron  [author] 8 Sep @ 9:03pm 
Keybind for what
Mo Gigmal 8 Sep @ 8:47pm 
I hope you add keybind
Bman_real 5 Sep @ 8:55am 
Looking forward for more :steamhappy:
AdventureBoots 11 Jun @ 3:53pm 
Well, I would think that it's pretty stable with all of the work we put into it, just recently I did a major cleanup on the networking for it to be more efficient for servers.

With damage reduction... That one can be hard when someone is trying to make profiled damage resistances and gas masks that don't take damage from biological stuff but reduce gas charge instead etc.
It's especially wacky when you are trying to deal with Source's locational damage.
I didn't design the armor system, but I sure do have to clean up after the last person who did lol

But anyway, like I said before, this looks pretty good and I hope it's development goes well (and less spaghetti than JMod).
Aaron  [author] 11 Jun @ 2:30pm 
JMod (at least what i heard) has a lot issues such as armor system being wanky, wrong damage reductions or other problems, tons of content (which as you said, could be separeted into modules) causing a lot of performance issues or spawn menu being bloated with stuff.

I decided to make own system thats a armor system, inventory system and framework at once, so anybody with little lua knowledge can create own items with unique effects/actions etc. However due to low popularity of addon i wont continue it untile i get more feedback what people want in AIS or if there are any issues.
AdventureBoots 11 Jun @ 12:31pm 
Come to think of it, it would be possible to partition JMod off into separate modular addons. But that would be a monumental task that is basically off the table for now.
AdventureBoots 11 Jun @ 12:30pm 
Very neat framework you made, I haven't looked at it in detail but good job on the GUI :steamthumbsup:
I would be the first to admit JMod's system isn't perfect, it being the result of work from three separate developers over time and tangled in with other systems. But I'm glad to see other people making their own comprehensive systems, whether or not they are inspired by JMod.

Keep up the good work.
Aaron  [author] 27 May @ 1:44am 
Developer can make such description on its own, theres a lot of possibilities how to make own items
bluem0nkey 26 May @ 6:46pm 
If a piece of armor gave you 25 more hp and blocked headshots, you could say something like this
+25 hp
+Halves all damage to the head
-5% slower movement speed while sprinting
rudolph 26 May @ 2:36pm 
awsim
Aaron  [author] 26 May @ 2:12pm 
Expand, what do you mean exactly
bluem0nkey 26 May @ 2:10pm 
tf2 like stat sheets?
afxnatic 25 May @ 11:07am 
+rep for trying to make a legit alternative to jmod armor lol
Aaron  [author] 25 May @ 10:00am 
@Lt. Nazrin, system is in early development kind off, a lot stuff can change still
Lt. Nazrin 24 May @ 12:56pm 
i was hoping it would also be an inventory for storing weapons too but this is cool!
Aaron  [author] 23 May @ 11:50am 
AIS isn't meant to work with JMod. It's alternative for it without bloat-content.
Entire system has been made from ground up: armors, resistances and damage handling.
No JMod support is planned, by design.
evil SKIBIDI 23 May @ 8:35am 
JMOD SUPPORT
evil SKIBIDI 23 May @ 7:36am 
КОГДА ПОДДЕРЖКА ДЖМОД
bfg reaps 22 May @ 4:00am 
Getting this to work alongside Jmod would certainly yeild interesting combat.
Great mod!
Aaron  [author] 21 May @ 9:12am 
@Nate

Subscribe to: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3485060804

And then use in console: AIS_AddItem PUBGArmor1/2/3 or PUBGHelmet1/2/3
Demoman Gaming 21 May @ 9:08am 
I Dont See Armor