Quasar Inventory now brings a clothing system that was requested by multiple customers in our community, which is based on turning any clothing store into a clothing store with metadata, the metadata will share information between players and each garment will have its own data, allowing us to use different clothes as items.
First, create a new entry inside Config.CustomWeapons using the weapon’s spawn name as the key (for example, WEAPON_AK47). Inside this entry you can define all the attachments available for that weapon, such as clips, scopes, suppressors, or other components, linking each attachment to its corresponding item name used in your server.
Within the same configuration, you can also control the weapon’s durability by adjusting the numeric value assigned to it, allowing you to define how quickly the weapon degrades with use.
After configuring the weapon in the script, you must also register both the weapon and its attachments in your framework files. Add the attachments as usable items in items.lua, and ensure the weapon exists in weapons.lua, making sure the weapon name matches exactly the one defined in Config.CustomWeapons.
Once everything is saved, restart the server. The custom weapon will then be available in-game with its attachments and durability system fully working.
