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ATY Scripts/Docs/Inventory/Placeable Items

Placeable Items

Placeable Items

Set an item down in the world and it stays there.

Config.Placeable = { enabled = true }

Placing

Select a placeable item and place it. You get an aiming preview, you confirm, and the item leaves your inventory and becomes a prop in the world.

A placed item:

  • survives restarts — it is persisted, not spawned per session
  • keeps its serial — the same unit that was placed is the one picked up
  • has a label and picks up with E, plus a target zone when Config.Target.enabled is on, so it is reachable with or without a target resource

Picking up

Walk to it and take it. It comes back as the same unit, with the same metadata, and both halves are ledger rows (placed / picked_up).

Carrying rule

Placing and picking up use the same carry rule as every other move. Picking up a traffic cone you have no room for is refused before the prop disappears — never after.

Commands

invplaced                   list what is placed
invplaced remove <id>       take one away; whatever was in it is written off
invplacelive <playerId>     set a traffic cone down in front of a real player
invplacedraw                (client) what this client knows about and has drawn
invplacedtest               self-test

Placed props have no admin panel screen; invplaced is how they are managed. The similarly named invplace, invplacetest and invplacejson belong to shops and stashes, not to placed items.

`invplacetest` was already taken by the shop-and-stash round trip in `server/places.lua`. Both registered it, the later file won, and the older test silently stopped existing — a command name has one owner, and the last registration wins without a warning. The placed-item self-test is therefore `invplacedtest`.
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