server.lua
One function, and it ships empty on purpose.
Open Stash
Lua
---@param source number Player server id
---@param stashId string Stable stash identifier
function OpenStash(source, stashId)
-- Open your inventory stash for this player here, keyed by stashId. Until this is
-- filled in, the stash and boss stash interaction points do nothing.
end- Description: Called on the server when a player uses a Stash or Boss Stash interaction point. Every inventory resource opens a stash differently, so this is left to you.
- When it fires: only from those two interaction point modules, which belong to the business module. If you do not run businesses, you never need this.
- stashId: a stable identifier generated when the interaction point is saved. It never changes for that point, so it is safe to use as the stash key.
Example with ox_inventory:
Lua
function OpenStash(source, stashId)
exports.ox_inventory:RegisterStash(stashId, 'Gym Stash', 50, 100000)
TriggerClientEvent('ox_inventory:openInventory', source, 'stash', stashId)
endExample with qb-inventory:
Lua
function OpenStash(source, stashId)
TriggerClientEvent('inventory:client:SetCurrentStash', source, stashId)
TriggerEvent('qb-inventory:server:OpenInventory', source, 'stash', stashId, {
maxweight = 100000,
slots = 50,
})
endLeave it empty if you do not want stashes at the gym. Nothing else depends on it, and the interaction points simply do nothing when used.