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Placing & Opening a Bag

Placing & Opening a Bag

Putting the bag down

Use the weaponbag item from your inventory. A translucent ghost bag appears in front of you and stays there until you place it or cancel.

Input Action
Mouse wheel Turn the bag
↑ / ↓ Raise / lower it
← / → Push it further away / pull it closer
SHIFT (hold) Switch every control to fine steps
G Reset rotation, height and distance
E Place the bag
X Cancel

The height control is what lets a bag sit on a table, a shelf or a car bonnet instead of only ever on the floor. A readout under the hint line shows the live rotation and height while you aim; turn it off with Config.Bag.ShowReadout.

The preview dims while the bag is somewhere it cannot be dropped, so you know before pressing E rather than after. Placement is refused when:

  • you are in a vehicle (Config.Bag.BlockInVehicle),
  • you are in water (Config.Bag.BlockInWater),
  • you are falling or ragdolled,
  • or there is no ground under the preview.

Your character crouches to set the bag down, and the bag appears when the animation finishes.

Config.Bag.PlaceDistance (1.2 m) is where the preview starts. Config.MaxPlaceDistance (6.0 m) is the server-side bound — a bag that somehow ends up further away than that is refused and the item is handed straight back with its contents intact.

Opening it

Aim your third eye at the placed bag. Two options appear:

  • Open weapon bag
  • Pick up bag

Both are limited to Config.InteractDistance (2 m). The server allows Config.DistanceTolerance (1.5 m) on top of that before it refuses an action, which absorbs normal lag without letting a player walk away and keep using the bag.

Moving weapons

The panel shows the weapons you are carrying on the left and the bag on the right.

  1. Drag a weapon onto a pocket. Pockets that accept it are highlighted.
  2. It settles into the compartment, turned to lie along the pocket rather than pasted flat across it.
  3. Click an item in the bag to take it back out.
  4. ESC closes the bag.

Ammunition is counted in rounds rather than objects, so an ammo pocket takes a whole stack in one drag and asks "How many to put in?" — with an All shortcut. Taking a stack back out asks the same question.

Ammo counts, attachments, serial numbers, durability and custom labels ride along with the weapon in both directions, controlled by Config.KeepWeaponMetadata.

Picking the bag back up

Choose Pick up bag. Your character crouches, the bag is removed from the world, and the item goes back into your inventory. If the bag still has anything in it, its contents are written into the item's own metadata along with a description line such as 3 / 10 · 8.4 kg, so a loaded bag travels with you and comes back out loaded.

If your inventory cannot store item metadata, or Config.KeepWeaponMetadata is off, a bag with contents cannot be picked up — you are told "Empty the bag before picking it up." An empty bag always picks up fine.

Persistence

Placed bags are written to MySQL and restored when the server starts, so nothing is lost across a restart. Every client keeps its world objects in sync from the bupaWeaponBags global statebag, which also tracks which bags are currently open.

Who may do what

By default a bag belongs to whoever placed it. See the permissions section on the Configuration page for opening, taking and picking-up rules, including the police inspection route.