Scripts
207 files
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Custom Pause Menu
By Larsalex
🔶 Custom Pause Menu 🔶
Using the game file pausemenu.xml to remove unnecessary/faulty items from the pause menu (esc) in RAGE Multiplayer.
Also fixed the radio volume control 😁
What was changed 🛠
Remote location 🗑
History, statistics, game, network, friends, gallery, store, rockstar editor Deleted sub-items 🗑
Voice chat, notifications, rockstar editor, save and launch Deleted options 🗑
❌ (TODO) Key assignment -> everything related to GTA Online Audio -> everything related to GTA Online & Self Radio Video -> Subs Added items 🛠
Video -> Language Fixed options 🛠
Audio -> Music volume Audio -> Radiostation Requirements ⚙️
RAGE Multiplayer server version 1.1+ Installation 💾
Copy the client_packages folder to the server folder Good guy's ❤️
hromik for the help Despair for playing World Of Tanks README 📒
README (RU)
LICENSES 📝
MIT License
GITHUB 📰
CLICK ME, BOY!
1227 downloads
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Pause Menu Player Scaleform (NO BACKGROUND!)
By xNameless69
RAW RESOURCES ONLY - NO SCRIPT HERE.
Today I have for you a beast resource that will fix your problems with Ped Displaying using Native Menu Ped. This resource contains Custom Scaleform changes to some menu components, and pause menu definition, that allows the Ped to be rendered WITHOUT a background box around it, or even on screen (fuck you Rockstar for making this Scaleform so shit).
You use this in the same way you use any other raw resource by placing the contents into client_packages/game_resources
If you already modify the Pause Menu xml file in some way, please see the changes in my own pausemenu.xml files and attempt to add them to your own, it shouldn't cause any problems!
The script can be found in many different places already, so no need to show it here - this is not possible to render on top of CEF, so just use CSS to make some hole in your UI that this can show through.
The menu version is custom here so that if Rockstar adds anything else or messes with dependencies, it doesn't immediately break. This means it's not really "documented" in natives (duh)
The version used should be as follows:
mp.game.ui.activateFrontendMenu(mp.game.joaat('FE_MENU_VERSION_RAGEBEAST'), false, -1);552 downloads
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Location + Speed Display
By rootcause
Just a small script that displays your location and vehicle speed (if you're in one) next to the mini map.
https://github.com/glitchdetector/fivem-minimap-anchor - credits for minimap anchor code
Notes
You can disable speed display feature by setting useSpeedo to false. Location and speed won't be displayed if your radar is disabled or hidden. Speed unit changes based on your Measurement System setting of GTA V, which you can find in Settings -> Display -> Measurement System.2236 downloads
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Advanced Chat - Upgraded
By fl1k
About
This is a fork of Advanced Chat - Dependency free with a few new features implemented that were present in SA:MP
Features Added
/chathelp - view all commands /fontsize [size(0.5 - 1.5)] - sets the size of the font /pagesize [size(4-24)] - sets the size of the page /timestamp - toggles between timestamp /togglechat - toggles chat hidden/visible - The features added were present in SA:MP,
DEPENDENCIES
INSTALLATION
Download files Include advanced-chat in your index.js REPO
If you want to contribute, the link to the repository is - https://github.com/fl1k/advanced-chat
SCREENSHOTS
VIDEO
2219 downloads
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MoneyAPI
By rootcause
This resource probably won't get future updates, check out Currency API instead.
Easy to use money system for your server. It handles saving&loading and provides you a custom data key to get/set a player's money.
Installing
Put the files you downloaded in their respective places Add require('moneyapi') to client_packages/index.js Open packages/moneyapi/constants.js and put your MySQL info (maybe edit the settings too while you're at it...) Congrats, you're all done Settings (packages/moneyapi/constants.js):
startingMoney use this setting to change how much money players start with. Default: 0 autoSaveInterval use this setting to change how frequent auto saving happens (in minutes), you can set it to 0 if you want to disable auto saving. Default: 5 Example
You can access a player's money from customMoney property using either .data.customMoney or .getVariable("customMoney").
mp.events.addCommand("smoney", (player, _, money) => { // set the player's money to the specified amount money = parseInt(money); if (!isNaN(money)) { player.data.customMoney = money; } else { player.outputChatBox("Invalid amount specified."); } }); mp.events.addCommand("cmoney", (player, _, amount) => { // change the player's money by the specified amount amount = parseInt(amount); if (!isNaN(amount)) { player.data.customMoney += amount; } else { player.outputChatBox("Invalid amount specified."); } }); mp.events.addCommand("buyhp", (player) => { // refill a player's health for $100 if (player.data.customMoney >= 100) { player.health = 100; player.data.customMoney -= 100; player.outputChatBox("Refilled health for $100."); } else { player.outputChatBox("You don't have $100."); } }); Notes
First of all, thanks to @Donboo for their MySQL example which you can find here. This script won't save while the server is shutting down but will save player money when they disconnect or when autosave happens. This script uses an int(11) field to store a player's money. If you think $2147483647 isn't enough, you might want to change it. For some reason, MoneyAPI HUD elements will be off position in 1914x1080 windowed resolution. This script won't update the money display on the ESC/pause menu. (This note is obsolete if you're using the GameHUD version)3895 downloads
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Inventory System
By shrox
RAGE Multiplayer Inventory System
A simple inventory system with plenty of features and a neat UI!
*This script does not provide a saving or loading system, that's your doing, there's a 'save' method in the inventory class where you can implement your own saving system depending on what database you're using.
*Comes in typescript & javascript version.
*The keys binded in the clientside script are temporary, you should change them based on your preference.
*Easy to use & implement.
> Will be generally maintained and updated.
Items
Down below is a list of item properties, each property has its own unique use so read it please.
type: ITEM_TYPES; //item type typeCategory: ITEM_TYPE_CATEGORY; //item category see ITEM_TYPE_CATEGORY enum in index.d.ts isPlaced: boolean; //whether item is 'placed' in clothes quality: number; //item quality level image: string; //item image hash: string; //unique item hash, also used as linked to a child item key: string; //item key which contains clothes data only (such as component id, drawable and texture) render: string; //item render image which later on can be used in CDN if you have plenty items. name: string; //item name description: string; //item description count: number; //item count, also determines whether you can split an item up weight: number; //item weight maxStack: number; //max stack determines how many items can be stacked in one slot options: string[]; //item options (to be used when you right click an item) such gender: number | null; //item gender, used on clothes whether the clothe is for female or male modelHash?: string; //prop model name or hash that will be used to create object when dropping item ammoType?: string; //ammo type that a weapon will contain ammoInClip?: number; //ammo in weapon clip amount?: number; //used for armor to contain its amount effect?: { //a feature to be developed whether the item will have an effect or not [key: string]: number; }; components?: Array<number>; //will be used for weapon attachments in future
Class Structure
The Inventory class is the main class for managing player inventories in a game. It extends from other classes such as InventoryClothes, QuickUse, and InventoryItem.
InventoryBase: Base class for inventory management. It initializes the inventory structure and handles basic operations. InventoryItem: Extends InventoryBase and adds methods for managing individual items in the inventory. QuickUse: Extends InventoryItem and adds methods for managing quick-use slots. InventoryClothes: Extends QuickUse and adds methods for managing clothing items in the inventory. This class provides comprehensive functionality for managing player inventories, including adding, removing, equipping, and using items.
Properties
items: Contains the player's inventory items, divided into pockets and clothes. quickUse: Contains items assigned to quick-use slots. weight: Represents the total weight capacity of the inventory. equippedWeapons: Keeps track of equipped weapons. Constructor
Initializes the inventory with player-specific data such as clothes, pockets, and quick-use items. Methods
addItem: Adds an item to the inventory's pockets. addClothingItem: Adds a clothing item to the inventory. removeClothes: Removes a clothing item from the player's character. loadClothes: Loads clothing items onto the player's character. setClothes: Sets clothing items on the player's character. reloadClothes: Reloads clothing items onto the player's character. getFreeSlot: Retrieves a free slot in the inventory pockets. getTotalFreeSlots: Counts the total number of free slots in the inventory. getClothingIndex: Retrieves the index of a specific clothing item type. resetItemData, resetClothingItemData, resetBackpackItemData: Resets item data in the inventory. updateOnScreenPed: Updates the player's character appearance on-screen. getItemModel: Retrieves the model hash of an item type. getItemAndStack, getItemsByHashName, getItemsInCategoryByHashName, getItemsByHashNameEx: Methods for retrieving items by their type or category. getItemByUUID: Retrieves an item by its UUID. hasPistolItem, hasShotgun, hasAssault, hasSMG, hasWeaponInFastSlot: Methods for checking if the inventory contains specific weapon types. getActualWeight, getWeight, getItemsWeight: Methods for calculating the weight of the inventory and its items. checkWeight: Checks if adding a new item will exceed the weight limit. getFreeSlotCount: Retrieves the count of free slots in the inventory. dropItem, splitStack, addPlayerItem, addPlayerItemEx, addMultipleItems, addCountToPlayerItem, manageFastSlots, pickupItem, moveItem, openItem, useItem: Methods for managing inventory actions such as dropping, splitting, adding, and using items. deleteItemStack, deleteItem: Methods for deleting items from the inventory. checkQuickUse: Checks if an item is in a quick-use slot.
Adding new items:
Javscript
-> Navigate to Items.module.js located inside inventory folder, there you can see a list of already added items, and you can follow the path, after adding an item there make sure the item image exists in the frontend, if it doesn't then add it and rebuild the frontend.
Typescript
-> Navigate to Items.module.ts located inside inventory folder, there you can see a list of already added items, and you can follow the path, after adding an item there make sure the item image exists in the frontend, if it doesn't then add it and rebuild the frontend.
Getting Started with Development
Install the required packages by executing `npm install`
If you're on typescript version after installing packages you can execute `npm run watch:server` to watch/build server side and `npm run watch:client` to watch/build client side, if you're on the javascript version, you don't have to do anything.
Getting started with frontend.
In your terminal navigate to the frontend folder (cd frontend)
Run frontend in development mode by executing: `npm run start`
Build the frontend (inventory ui) by executing `npm run build`
After you're done see the gifs below what to do next:
Creating package2 folder:
https://github.com/shr0x/ragemp-inventory-system/raw/main/gifs/create_package2.gif
Building Inventory UI:
https://github.com/shr0x/ragemp-inventory-system/raw/main/gifs/build_frontend.gif
Moving built files to package2:
https://github.com/shr0x/ragemp-inventory-system/raw/main/gifs/move_to_package2.gif
1173 downloads
(1 review)0 comments
Updated
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Simple Admin System (JSON)
By -Andreas
(Converted from GT-MP 31 MAY - Originally created 7 APR)
I decided to convert my old resource to provide examples for others as well as learn the new API of RageMP.
A simple approach to an admin system that makes use of JSON instead of a common SQL Database.
Keep in mind this is nothing but a simple admin system to inspire someone else or continue to work on. There's plenty of commands missing if you intend to fit it to your own gamemode. I will mention that the ban system could use more work. At the moment it's easy to bypass seeing it's only based on the socialClubName of a player. Anyway, it's just an attempt at messing around a bit with JSON. If you're going to create a larger system I'd advice doing it differently. To alter your admin level, first register ingame and open up your JSON file. In the file you'll see your admin level that can range from 1-5. 1 being Junior & 5 being defined as Mangement.
Command Description /login [password] Used to login to your admin account and gain access to the commands. /register [adminName] [password] Used to register an admin account. Currently there's no restrictions to prevent everyone from doing so. /ahelp Will display all commands avaliable to admins. /mute [target] Mutes the player and makes him unable to use the chat. /unmute [target] Unmutes the player and allows him to use the chat again. /spawnwep [wepName] [ammo] Creates a weapon and gives it to yourself with 9999 ammo unless specified otherwise. /spawncar [vehicleName] [color1] [color2] Create a vehicle and places you in the driversseat. Uses default color 1 unless specified otherwise. /setkevlar [target] [amount] Gives the target the desired amount of armor. /sethealth [target] [amount] Gives the target the desired amount of health, unless the target is dead. /goto [target] Teleports you to the target's position. /gethere [target] Teleports the target to your position. /kick [target] [reason] Simply kicks the player from server and display a message for everyone to see. /ban [target] [reason] Kicks the player and creates a ban file with the specified reason.6137 downloads
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Windows style cursor pack
By hartority
An example of a cursor pack that replaces the default cursor.
Replaced cursors:
default (CT_POINTER) help (CT_HELP) none (CT_NONE) pointer (CT_HAND) text (CT_IBEAM) move (CT_MOVE) ew-resize (CT_EASTWESTRESIZE) ns-resize (CT_NORTHSOUTHRESIZE) not-allowed (CT_NOTALLOWED) This resource also has a browser page with a list of all possible cursors for the test.
Have fun customizing your cursors!
222 downloads
(2 reviews)0 comments
Updated
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Welcome Cutscene (From GTA:Online)
By Wdoyle
Preview:
Welcome Cutscene
Getting started
I have created an event called: startWelcomeCutscene - the First parameter is the Gender - 0 = Male, 1 = Female, the Second parameter is the name shown during the welcome process (This can be null)
To include a name on the Welcome Screen using Draw Text when the Plane appears use. Be sure to edit the variable: ServerName (Line 9)
//Server Side player.call("startWelcomeCutscene",[0,"John"]) //Client Side mp.events.call("startWelcomeCutscene", 0, "John"); To just simply show the Welcome Screen (no name shown)
//Server Side player.call("startWelcomeCutscene", [0]) //Client Side mp.events.call("startWelcomeCutscene", [0]); This will then start a screen fade out, load the correct items, clone your player for the cutscene, remove unnecessary players from the movie and then being cutscene.
Once the movie has finished it will call:
//Clientside mp.events.add("cutsceneEnded", () => { // Do something like new camera etc }); //Serverside mp.events.add("cutsceneEnded", (player) => { // Spawn Player }); So be sure to add this either Serverside or Clientside as it does both: call and callRemote for this function.
I would recommend trigger your Spawn Process after the "cutsceneEnded" event.
Special thanks to @Jer for providing the initial details from @DevGrab
Things to note:
If the server crashes - the jet may get left in the cutscene (even after re-log) - Action: Reload Game I have tried triggering mp.game.cam.doScreenFadeOut(100); when the cutscene is finished however I had no luck. However if your screen does go black, just call: mp.game.cam.doScreenFadeIn(0);
If you want to build your own cutscenes in the future, be sure to check out how this cutscene was initially developed by going to:
https://github.com/root-cause/v-decompiled-scripts-1868/blob/master/fm_intro.c
Line 6963 shows you how to register certain models and also how to hide models (using Male and Female as example)
1595 downloads
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Weather and Time changing GUI
By KGamer63
With this simple Script you can open an UI that allows you to change the Time and Weather.
Installation:
1. Copy the Files into your server-directory.
2. Add require("./weatherChanger"); to your index.js in the client_packages folder.
Usage:
Press F9 to open the UI.
1387 downloads
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Vehicle Spawner
By rootcause
Installing
Put the files you downloaded in their respective places Download & install NativeUI if you haven't yet, this script needs it Add require('vspawner') to client_packages/index.js All done Controls
F4 Key - show/hide menu
Left Arrow - previous page
Right Arrow - next page
ESC - close menu
Credits
https://github.com/n-n1ks/rage.mp-freeroam - Vehicle spawn/model change stuff8093 downloads
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Winter Event Gift Collector - WIP - but working
By krane
Hello, this is the winter event script I was planning to release this winter.
As it currently stands i'll be a bit bussy this winter, won't have time for free open source projects like this one.
I've wanted to create a more complex one, with lots of micro-events inside but time won't allow it so this is useable, you just need to get 10 coordinates of your choice for this fully work for your server.
GET A DEVELOPER !
This script is !NOT! plug-and-play since it requires AT LEAST adding 7 more coordinates.
I promise next winter for a better event, but for now, i'm struggling with my GF birthday also LOL
🥰🤪
Get in contact with me:
Discord: kraneq
I'll respond to question
117 downloads
(0 reviews)0 comments
Submitted
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Scaleform Vehicle Spawner
By Yaann
This is a vehicle spawner menu made entirely under Scaleform, the native GUI for GTA V, based on Flash, which makes up nearly all of the displays used in the game. This menu works similar to vehicle websites in GTA Online, like Legendary Motorsport, note that this is not a modification of an existing Scaleform but a brand new custom one made entirely from scratch 👌!
I made this mostly as an exercise to mimic the games' UI functionalities by using Rockstar's own tools (and also showcase to you guys, other alternatives to opening web browsers in your game), however this is just one of the many examples that can be used with Scaleform, so I'm plaining in making more experiments with it.
This Scaleform features:
Updated vehicle list. Built-in cursor with supported mouse inputs and scroll. Multiple pages. Selectable buttons. Improved Scaleform code to handle return variables. Image import from .ytd files. Requirement but optional :
Better Clientside Commands by rootcause to call the menu on client-side but you can replace the call by a server-side command or a button prompt.
Github Repository, with the Scaleform source code included. So you can try your hands on Scaleform, it's not as hard as it looks like, trust me!
Vehicle images taken from the Rage MP Wiki and the GTA Wiki.
[Obligatory Certified Halal logo here]
966 downloads
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[JS] Player Location Display ported over to javascript
A Javascript remake of https://rage.mp/files/file/461-c-player-location-display/ (all credits go to him)
Hey!
This is my first resource that I am publicly releasing.
For you all, I have ported the C# Player Location Display (https://rage.mp/files/file/461-c-player-location-display/) into JS.
Install
Place `/street` into your server's client_packages directory, then add `require("./street/index.js");` to client_packages/index.js
I know the code isn't the best optimized, please feel free to open a pull request on GitHub.
GITHUB: https://github.com/realdiegopoptart/ragemp-pld
806 downloads
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Bounding Box
By Zekiloni
Simple script to get dimensions of any entity (object, vehicle, ped), center of entity and corners.
Also you can draw bounding box.
373 downloads
- Clientside
- Entity
- (and 2 more)
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[TS] Animation Viewer
By ncls.
Hello,
I needed a script which lets me view animations. I found Hazes' resource (linked below) which is written in C# so I decided to transform it to TypeScript so that I can use it in TypeScript servers as well.
Installation:
Download and extract the script Put the files inside the "server" folder into your server packages Put the files in the "client" folder into your client packages Import the "animator" files on server and client side.
Instructions on how to use the script can be found in the original resources's description.
This script is based on:
170 downloads
- animation
- animations
- (and 5 more)
(0 reviews)0 comments
Updated
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Electrician Job - Modern, fast, lightweight - JS only
By krane
Hello, this Electrician job was made last night, in an effort to get to understand the more complex and the workflow for RageMP, i find it really interesting and i'm looking for your feedback.
How does it work:
You will get a blip on the map
If you get there, you need to talk to the Electrician guy to hire yourself and get the garage access to spawn vehicles
Once you get in range for the Garage blip, you need to press `E` to spawn the job vehicle and to get missions to go to:
There is implemented an "inaccesible" script, that you can just be around the general entrance area, and you get teleported to the exit and the same for exit:
Once you get inside, you can go to the mission to repair the electric panel:
I do custom work and take script requests, feel free to message me: krane#2890 on discord
1236 downloads
- job
- electrician
- (and 2 more)
(4 reviews)0 comments
Submitted
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Basic Vehicle Sync
By notsosmart
This resource will sync basic things for you such as the doors, windows, tyres, engine, dirt, and lock status.
Note that this resource incorporates the disabling of automatic engine toggle. If you get in a car you can only start it by script commands.
There are several API functions provided for you to use.
Read up on how to use this resource here;
https://wiki.gtanet.work/index.php?title=Getting_started_with_Basic_Vehicle_Sync_Resource
3742 downloads
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Generic Native Keypad
By -Andreas
Originally created around 2019, so it might be broken with newer versions of RageMP, though I believe I fixed this at some point.
The system allows you to set up a keypad server-side and hook an action to the Confirm button in the keypad. The action is invoked server-side and as argument you get the value which the user put in the keypad client-side. You can set the title, subtitle and even control if the input in the field will be asterisks for cases where the player would be typing a pin etc.
The entire keypad requires no CEF at all, and no web related dependencies. Instead the whole thing is defined and rendered using native GTA:V UI elements.
Getting started
To get started put the keypad.js in your client folder and remember to include it in the index.js. Then grab the KeypadLibrary.cs and put it in your server project. With this you are ready to create keypads wherever you need them. Invoke the following function:
StartKeypadForPlayer(Player player, string title, string subTitle, bool useAsterisk, Action<Player,int> callback) as such:
KeypadLibrary.StartKeypadForPlayer( ply, "Withdraw", $"Current bank balance: ~g~${ply.cash}", false, (ply, x) => { ply.SendChatMessage("You are withdrawing: " + x); }); The system supports all native colors from GTA:V so you can color the title and subtitle if needed.
Here's the GitHub link for those interested https://github.com/Andreas1331/ragemp-keypad
84 downloads
(0 reviews)0 comments
Submitted
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EasyCEF
By DevMarvin
This resource adds a simplified system for creating HTML browsers, as well as other features such as forcing the cursor to display.
Requirements
RAGE Multiplayer 1.1 and above. Installing
Put the folder into 'client_packages' (client_packages/easycef). Add require('easycef') to 'client_packages/index.js'. Clientside API
/** * Creates Browser and pushes it into instances array with given parameters. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} browserPath Browser Path / starts from client_packages (example: "testcef/index.html"). * @param {bool} forceToCursor Forces the game to display the cursor, even if the player can disable it until the browser is destroyed again. */ mp.game.app.createBrowser(browserName, browserPath, forceToCursor); /** * Destroys Browser and removes it from instances array. * @param {string} browserName Browser identifier (example: "TestBrowser1"). */ mp.game.app.destroyBrowser(browserName); /** * Returns searched browser exists or not. (Available as of version 1.1.0) * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {bool} True if exists, otherwise false. */ mp.game.app.browserExists(browserName); /** * Switches browser (destroys old browser and creates new one with same name). * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} newPath Browser Path / starts from client_packages (example: "testcef/index.html"). * @param {bool} forceToCursor Forces the game to display the cursor, even if the player can disable it until the browser is destroyed again. */ mp.game.app.switchBrowser(browserName, newPath, forceToCursor); /** * Reloads the browser. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {bool} ignoreCache True to ignore cache. */ mp.game.app.reloadBrowser(browserName, ignoreCache); /** * Calls JavaScript code inside the browser. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} codeToExecute JavaScript code to be executed in browser. */ mp.game.app.executeClientFunction(browserName, codeToExecute); /** * Set cursor in a specific browser forced or unforced. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {bool} force True to force the cursor to be there. */ mp.game.app.setCursorForced(browserName, force); /** * Returns is the cursor forced in browser * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {bool} True if forced, otherwise false. */ mp.game.app.isCursorForcedInBrowser(browserName); /** * Returns is a cursor forced in any browser. * @return {bool} True if any cursor is forced, otherwise false. */ mp.game.app.isAnyCursorForced(); /** * Returns the specified item. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {object} The function will return nothing if browser does not exist. */ mp.game.app.getBrowserObject(browserName);
Notes
With 'isAnyCursorForced' you can work for example by checking in your cursor keybind function if a cursor is forced in any CEF. For any error messages or questions: Feel free to write me on Discord: мαяνιη.#9554 Not all RAGE browser functions are implemented yet, should be relatively easy to add, maybe an update will come soon There is a 'better cursor' system implemented that automatically shows the cursor if there is a browser that forces it. If you want to disable it and build your own, just set 'isBetterCursorEnabled' in the file to false. If you want you can check my GitHub Repository: https://github.com/sckindvl/easycef176 downloads
(1 review)0 comments
Updated
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[C#] Player Location Display
By kymboy
Hello!
This is my first ever resource, hopefully I've done everything right.
For you all, I have recreated the popular Player Location Display by Lt.Caine for RageMP with the help of codibez's streetLabel repo on GitHub.
The code is in C# so you will have to activate C# in your server's conf.json if you haven't yet.
Place both folders in your client_packages and you're good to go.
Enjoy!
739 downloads
(0 reviews)0 comments
Updated
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Dronesytem
By Ju88
Installing
Put drone into your server's client_packages directory, then add require('drone'); to client_packages/index.js.
Controls
F2 = Toggle Drone
ARROW UP = Forward
ARROW DOWN = Backward
ARROW LEFT = Left
ARROW RIGHT = Right
Q = Rotate Left
E = Rotate Right
SPACE = Go Up
CTRL = Go Down
N = Toggle Camera
T = Taze
F6 = Toggle Nightvision
F7 = Toggle Thermalvision
Information
Hello friends, this is my first public script I hope you like it. I would be happy about constructive comments and suggestions for improvement
💖
771 downloads
(5 reviews)0 comments
Submitted
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MC's Blackjack Mod
By MCtheBoss
~~PLEASE LEAVE FEEDBACK ON MULTIPLAYER FUNCTIONALITY~~
Hello! I'm MC, and I developed this blackjack mod from scratch. The goal was to create an interactive blackjack experience with full UI support. If you decide to give it a go, please make sure to leave some feedback as to whether it works properly or not. Thanks!
Here's a demo of the mod in action:
Features:
When a player creates a table, they will automatically be assigned the HOUSE role for that table. The house player has the following UI options:
- OPEN TABLE: If the table is currently closed, it will open the table. All tables are open by default.
- CLOSE TABLE: The table will close for all players, except for the house player. This is used to prevent players from joining a private game, or a game in progress. It can also be used to temporarily close the table for an extended period of time.
- RESHUFFLE: The tables deck is reshuffled, with all players hands being reset and the house having a new hand dealt. This reuses the same number of decks that was originally equipped with the table.
- DESTROY TABLE: Destroys the table, deleting all resources associated with it. This will close any open UI for all players currently in the table, and the house player.
- LEAVE GAME: This just leaves the table. If the house player leaves the table, the current state of the table is lost.
Clicking on any player name will 'hit' the player. Additionally, clicking on a card on the table will flip the card over.Players will only see the house's hand and their own hand. They only have the option to leave the game.
That's it! Any future adjustments to this mod will be based purely on the feedback received.
Check me out on Twitch if you ever want to catch me occasionally coding RageMP mods live, support future mod development, or if you just want to come say hi: https://www.twitch.tv/mctheboss
281 downloads
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[C#] Keys Bind for C#
By CMHDev
This function helps you to add keys binding if you use C # client side ...
Example of use :
Tick Event
KeyManager.KeyBind(0xA2, () => { Chat.Output("Key Bind Work"); }); KeyManager.KeyBind(KeyManager.KeyMouse, () => { Cursor.Visible = !Cursor.Visible; });
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