Client
This is not a comprehensive list of events and is missing events intended for internal use only.
Event Triggers
These events are safe to trigger and handle in other scripts.
ox_inventory:disarm
Can be triggered to force the player to disarm.
TriggerClientEvent('ox_inventory:disarm', playerId, noAnim)
- playerId:
number
- noAnim:
boolean
- If
true
, disarm animation will be skipped
- If
Event Handlers
⚠️
These events should not be triggered by any other scripts.
ox_inventory:updateInventory
Triggered after inventory slots have been updated, included on load.
Changes is a table containing all updated slot data indexed by slotId. Empty slots are false
.
AddEventHandler('ox_inventory:updateInventory', function(changes) end)
- changes:
table<number, table | false>
ox_inventory:currentWeapon
Triggered when a weapon is equipped or its metadata is altered.
AddEventHandler('ox_inventory:currentWeapon', function(weapon) end)
- weapon?:
table
ox_inventory:itemCount
Triggered when the amount of an item in the player's inventory is changed.
Note: Not available for ESX, use esx:addInventoryItem or esx:removeInventoryItem.
AddEventHandler('ox_inventory:itemCount', function(itemName, totalCount) end)
- itemName:
string
- totalCount:
number
ox_inventory:updateWeaponComponent
AddEventHandler('ox_inventory:updateWeaponComponent', function(action, componentHash, componentItem) end)
- action:
'added' | 'removed'
- componentHash:
number
- componentItem:
string
ox_inventory:usedItem
AddEventHandler('ox_inventory:usedItem', function(name, slotId, metadata) end)
- name:
string
- slotId:
number
- metadata?:
table