# ARCHIVE - SS3D Dev Post #5
## Containers and Inventory UI
The hardest part of HUD is ready. Time to code an option to make HUD transparent by a key press so you can interact with objects beneath the HUD.
Ability to manipulate multiple containers at once is one of the thing that i wanted to try for a long time. It does simplify interaction with containers, turning inventory minigame into a trivial item management. If that simplicity damages the feel of the gameplay i could artificially complexify it, for example - by closing nested containers when running or disable runing when you interact with nested containers. That could make combat feel not that over-simplified.
## Interactions
Actions for context menu and channeling interactions are also ready, currently I only have stripping/putting clothes on implemented. All actions are client-predicted, so RMB menu doesnt have any delay.
Tooltips are similar. They are inside resource files stored on player's PC so there is no network delay and should help with localization efforts in the future, but nothing really stops you from updating them in real time with packets from a server - client would receive and updated tooltip.
## Implementing shooting and projectiles
As a part of my effort to rationalize "intents", HARM intent is reworked into a special "combat mode" that doesn't interact with entities. Time will tell if that decision is good or not, but you won't accidentally touch a naked power cable anymore while fighting someone in maint.
Whenever you click LMB while in "combat mode"/"harm intent" you conduct an attack in direction in that click, with a small delay if character is in motion. While looking cool, it also helps to minimize client prediction errors, delay could be adjusted in console.
Fast moving projectiles such as bullets and taser shots are no longer actual entities. Treating them as special stuff helps to maintain the bandwidth on acceptable level.