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  1. Character Creator

    Custom character creator resource, use /creator to access it.
    Installing
    Put the files you downloaded in their respective places Download & install NativeUI if you haven't yet, this script needs it Add require('charcreator') to client_packages/index.js All done Notes
    There might be bugs here and there especially on clientside The code is pretty messy right now, will be improved in the future  
     

    10810 downloads

       (18 reviews)

    9 comments

    Updated

  2. Custom Pause Menu

    🔶 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

       (7 reviews)

    2 comments

    Updated

  3. Map Editor

    NEW VERSION: 
     
     
    Version 0.3 - March 22nd, 2018
    Changelog(0.3)
    -Support for 1.43 added. This resource also supports 1.41 and 1.42. -Added freeze/unfreeze ability for objects. (Use this on doors. Just press F to toggle) -Fix duplication bug. Changelog(0.2.2)
    -Fix "mobj" command with string/number hash detection. Changelog(0.2.1)
    -Fix crash when trying to dupe map hashes. Changelog(0.2)
    -Dupe function (Right click objects and you can place the same object again) (Works on non-editor objects). -Hash checker (Look at any object on the map, not just editor objects to check their hash). -Auto adjustement in placement stage. Right click to automatically rotate/position object on the ground. -Scroll improvement by loading models ahead of time. -Other fixes. -Some code restructure thanks to mtz64. Changelog (0.1)
    -Initial Release Yes there are lack of features or some bugs, 0.1. Make bug reports/suggestions if you have any.
    **Note that your current edit is autosaved every 30 seconds. To load it call '/mload autosave'.
    (Yes I know commands throw "Command not found". Ignore it for now)
    There are roughly 50,000 objects. The list needs a bit of cleaning but it includes many new objects not seen before such as sections of the map.
    Installation:
    Drop the "MapEditor" folder inside the "client_packages" folder into your own "client_packages" folder.
    Merge the index.js file found inside "client_packages" with your own.
    Drop the "MapEditor" folder inside the "packages" folder into your own "packages" folder.
    Usage:
    To start/exit the editor press F2. (NOTE THAT OBJECTS CURRENTLY IN EDIT MODE WILL REMAIN ON THE MAP. USE /mclear)
    Press 1 for Selector Mode (You can click on objects, or click off to deselect)
    Press 2 for Object Placement Mode
    Press 3 for Adjustment Mode
    Press ENTER to save objects inside Adjustment Mode. Press SPACE to rotate objects by 90 degrees in Object Placement Mode.
    WASD to move around. E and Q to move up and down.
    Shift to speed up movement, control to slow down movement.
    Ctrl + Z to undo object creation, Ctrl + Y to redo it. This only applies to object creation for now.
    Controls are defined on the screen for you. Mostly point, click, and drag.
    Commands: (Yes, commands in 2018, stop crying until I make some UI framework)
    /msave [name] - used to save your map
    /mmaps - used to see what maps you have saved in your session
    /mload [name] - used to load a map (you can load/deload as many maps as you want) (it is synced)
    /mdeload [name] - used to deload a map if it is loaded (not if it's in edit mode)
    /mlmaps - used to see what maps are loaded (That's an "L" not an "I")
    /medit [name] - used to edit a map (it will load in client sided only and you can edit it)
    /mclear - used to clear your current edit
    /mindx [index number] - used to set the list index since it is a huge list
    /mobj [name of hash] - used to spawned a specific object by name
    API:
    LoadMap(name);
    DeloadMap(name);
    SaveMap(name, data);
    DO NOT PASS IN THE "_map.json" EXTENSION. THAT IS HANDLED ON ITS OWN. ONLY PASS THE NAME YOU SAVED IT AS.
    Ex. /msave map1 - will save it as map1_map.json. To load it call /mload map1 or LoadMap("map1");
     
    https://github.com/DisapprovedByMe/MapEditor

    4792 downloads

       (35 reviews)

    7 comments

    Updated

  4. Vehicle Spawner

    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 stuff

    8093 downloads

       (12 reviews)

    4 comments

    Updated

  5. Simple Admin System (JSON)

    (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

       (11 reviews)

    7 comments

    Submitted

  6. MoneyAPI

    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

       (11 reviews)

    3 comments

    Updated

  7. Easy Blip Creator

    Easy way to create blips:  create, teleport to blip and delete. The blips are loaded on script load.
    Install:
    Copy files to your server-files and don't forget to edit index.js in client_packages if you have more resources.

    Commands: 
    /blipc or /blipcreator  - Enable and disable creator mod /blipd or /blipdelete - Open menu with blips to teleport or delete Keys:
    '  (single quotation marks) - Open and close creator menu. (Only works if creator mod is enabled) 1 (number one) - Create blip in your position with the config pre-binded (Only works if you bind) 2 (number two) - Create blip in your position with the config pre-binded (Only works if you bind)  
    The blips are saved in json file. if you want change the directory go to (packages/BlipCreator/index.js) and change const SAVE_FILE = './blips.json';
    Anyone can create and delete blips, if you have permission system or whatever, put your verifications in the commands: function blipCreator(player) and function delBlips(player) and also in events mp.events.add("delBlip", (player, id) => and mp.events.add("blipCreate", (player, data) => in file (packages/BlipCreator/index.js)
     
    Did you see a grammar error please coment  thks

    3935 downloads

       (13 reviews)

    6 comments

    Submitted

  8. Interactive Phone for CEF

    I created this phone for a previous GTA MP Mod. I never properly finished it but it has useful features such as:
    Lockscreen push notifications Home button Custom phone style support Apps that open divs. Phones are stored in phones/phones/[phone-name]/
    There is a JSON file that contains the needed info for the phone as well as an image for the phone.
    This is unfinished

    4235 downloads

       (10 reviews)

    5 comments

    Submitted

  9. SAMP Dialogs

    SA-MP Dialogs for RAGE MP (C# clientside).
    This is my first resource so may contains bugs...
    You must enable C# clientside!
    Usage is simple: examples in Test.cs
    Dialog(string dialog_name, string dialog_caption, string dialog_info, string[] dialog_buttons, string[] dialog_list_items = null, string dialog_input = null, string dialog_password_input = null)  

    935 downloads

       (19 reviews)

    1 comment

    Updated

  10. Clothing Shops

    This script lets you create your own clothing shop(s) with JSON files.
     
    Installing
    Put the files you downloaded in their respective places Download & install NativeUI if you haven't yet, this script needs it (Only if you're going to have paid items) Download & install Currency API then define a currency named cash. Add require('clothing-shops') to client_packages/index.js Set up some clothing shops (read below) All done  
    Setting Up Shops
    Shop data is loaded from packages/clothing-shops/shops, any JSON file there will be treated as a clothing shop. Shop file structure:
    { // OPTIONAL, this object will be the menu banner sprite on clientside. Search for "shopui_title_" on https://wiki.rage.mp/index.php?title=Textures "bannerSprite": { "library": "shopui_title_highendfashion", "texture": "shopui_title_highendfashion" }, // REQUIRED, this array contains the shop coordinates "shops": [ { "x": 123.4, "y": 456.7, "z": 8.9 }, { "x": 10.0, "y": 20.0, "z": 30.0 } ], // REQUIRED, this object contains item data for freemode male model "male": { // REQUIRED, this object contains all clothing item data "clothes": { // REQUIRED, this array contains item data for a component slot (https://wiki.rage.mp/index.php?title=Clothes - we're using 11 - tops here) "11": [ // REQUIRED, item object(s) for component slot 11 { "name": "Blue Burger Shot Hockey Shirt", "drawable": 282, "texture": 0 }, // This item will need the player to have some money (handled with Currency API) { "name": "Blue Cluckin' Bell Hockey Shirt", "drawable": 282, "texture": 4, "price": 500 } ] }, // REQUIRED, this property contains all prop item data (we're not gonna add any props to freemode male here, so it's just an empty object) "props": {} }, // REQUIRED, this object contains item data for freemode female model "female": { // This time we're not adding any clothes "clothes": {}, // But we're adding props "props": { // Same as above, prop slot as key (we're using 7 - bracelets) "7": [ // Prop items are defined just like clothing items { "name": "Gold Snake Cuff", "drawable": 0, "texture": 0, "price": 200 }, { "name": "Light Wrist Chain (R)", "drawable": 7, "texture": 0 }, { "name": "Spiked Gauntlet (R)", "drawable": 13, "texture": 0, "price": 85 } ] } } } If this wasn't any clear, there is a file named ExampleShopFile.json inside packages/clothing-shops/. (it's the file used in the preview video, put it to shops folder if you want to load it)
    I'd also recommend you to check out my "Clothing Names" resource for valid names.
    Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-clothing-shops

    2435 downloads

       (7 reviews)

    5 comments

    Updated

  11. Animation Viewer

    Hi everyone,
    I've decided to share my Animator resource which basically lets you play all animations avaliable in this list:
    https://wiki.gtanet.work/index.php?title=Animations
    I have converted it from GTA Network to RAGEMP recently. It's a very simple but useful script. Searching through the animations list is like looking for needle in the haystack, considering about 2/5 of all anims cannot be applied to ped and 1/2 of those you wouldn't really find use for. It's a great solution if you don't want to install any mods to view anims. Just include the file and preview! Save included.
    There are 12,365 animations to play. Some of anims do not work on player as they are intended to be used on props, vehicles, weapons etc.
    You can also experience a few seconds delay on some animations, but none of them causes crashes.
    After launching the Animator a drawText will appear in bottom-right corner of the screen, showing you which animation you are viewing including ID, animation group and name.
     
    How to install:
    UnZip the file and move the animation-viewer folder to bridge -> resources folder. Include animation-viewer resource in settings.xml. Move animator.js from animation-viewer folder to clientside_packages folder and include it in index.js.  
    How to use:
    Type /animator to launch or close the animator. Type /animator help for in-game help. Type /animator skip [number] to skip to animation id. Type /animator save [savename] to save the animation. ( saves in server root folder in Saved_Animations.txt. ) Type /animator stop to stop currently playing animation. Use LEFT and RIGHT arrow keys to cycle through animations. Use UP and DOWN arrow keys to cycle through 100 animations at once.  
    Notes:
    All animations are looped. Clientside file is minified. This resource is made for server developers. It sends huge amounts of data to clientside when launching so use it only to preview/save animations. You can see the code here: https://gitlab.com/Hazes/animator-viewer  
    Changelog:
    [v1.0]
    Code has been sorted and is a bit more optimized. Fixed assembly reference error for those who didn't have System.IO.dll included in their main resource. Parsing the number in /animator skip now works correctly.  
    Presentation:
     

    2104 downloads

       (5 reviews)

    3 comments

    Updated

  12. Speedometer Script

    For install just copy files to your server.
    Don't forget edit index.js into client_packages if you have more resources.
    Read the LICENSE.txt befor use.

    6912 downloads

       (12 reviews)

    1 comment

    Submitted

  13. Console

    To access the console press F11 ingame.
    Motivation
    RAGE console is designed to be a simple and universal logging library with support for client-side, including CEF and server-side. The server-side currently logs all the logs into separate daily files.
    Installation
    Installation is extremely simple
    Copy "packages" folder inside your server "packages" folder, except config.json if you have edited it Copy "client_packages" folder inside your "client_packages" folder Edit your "client_packages" -> index.js to include the rage-console with: require('_rage-console'); (remember to paste this on line 1) Config
    The config exists inside your 'packages/_rage-console/config.json'. You can freely edit these, if no data is provided it will default to default settings. These options are accepted by the config:
    zippedArchive: A boolean to define whether or not to gzip archived log files. (default 'false') name: Filename to be used to log to. This filename can include the date placeholder which will include the formatted. (default: 'YYYY-MM-DD') maxSize: Maximum size of the file after which it will rotate. This can be a number of bytes, or units of kb, mb, and gb. If using the units, add 'k', 'm', or 'g' as the suffix. The units need to directly follow the number. (default: '30m') maxFiles: Maximum number of logs to keep. If not set, no logs will be removed. This can be a number of files or number of days. If using days, add 'd' as the suffix. (default: '30d') { "logs": { "name": "YYYY-MM-DD", "maxSize": '30m', "maxFiles": '30d', "zippedArchive": false } } Upgrading
    Upgrading is extremely simple
    Copy "packages" folder inside your server "packages" folder Copy "client_packages" folder inside your "client_packages" folder Usage
    Can be used on server-side or client-side. You do not need to require the file as these are available globally.
    Writes an info log to the console.
    console.log('Hey! Log something?'); Writes an info log to the console.
    console.info('Hey! Log something?'); Writes an warning log to the console.
    console.warn('Hey! Log something?'); Writes an error log to the console.
    console.error('Hey! Log something?'); Usage with CEF (Browser)
    To use with CEF you need to add the following line to your HTML <head> element, put this to the top of all your script files.
    <script src="package://_rage-console/CEF/debugger.js" crossorigin="anonymous"></script> Build in commands
    help — provides all the commands available
    clear — clears all the logs
    API 
    Enable or disable access to console [client-side]
    terminal.active = true/false; Add command handler [client-side]
    terminal.commands.add('pos', { description: 'Gets the position of the player' }, function(...arguments) { return ` X: ${user.position.x.toFixed(2)}, Y: ${user.position.y.toFixed(2)}, Z: ${user.position.z.toFixed(2)} - R: ${user.getHeading(true).toFixed(2)}`; }); Todo
    Add options to disable and enable server-side log files Add options to custom style the console, mainly due to accessibility Run proper tests and clean the logic Add ability to see which file the log is coming from Add ability to be used with C bridge Bugs/Feedback
    Bugs should be reported currently in RAGE Discord channel to the username @Porn on private message, I appreciate any bugs being reported.
    If you have a feature request please do the same as mentioned above.
    This is currently in BETA and some stuff is still unpolished.

    1541 downloads

       (8 reviews)

    2 comments

    Updated

  14. Local Voice Chat (3D)

    A local voice chat example using built-in voice chat API. Look for constants to change max range, auto volume (instead of changing volume on your own) and 3D effect.

    Press F4 to toggle local player's muted state.
     
    As of 24th Oct 2018 you need to use "testing_voice" branch to utilize voice chat API.
     

    6011 downloads

       (8 reviews)

    3 comments

    Updated

  15. Echtwelt RageMP Source

    Echtwelt Reborn Rage MP on base of NodeJS+MongoDB+React/SemanticUI


    Please don't use the attached file, download the latest version from the repository here https://github.com/xzessmedia/EchtweltRageMP
    CEF Demo:
     
    Simple deployment powered by docker:
     
    To discuss and get help please join this Discord (Please don't use issue tracker for discussion)
    https://discord.gg/KmPZy9f
    Looking forward to your contributions to make this repository successful and alive


    Optional: Custom Vehicles:
    You can download the last Vehicle Pack from here:
    https://www.echtwelt-life.de/filebase/index.php?entry/13-echtweltragempmodpack/
    Password: OpenSource

    To install you have to create a folder "dlcpacks" inside your client_packages folder of your server and copy the files inside.


    All vehicles tested and with numberplate (as far as i know)
     

    2146 downloads

       (6 reviews)

    0 comments

    Updated

  16. NoClip

    Simple noclip cam 🎥

    🎮 Controls:
    F2 - Enable/Disable W/A/S/D/E/Q - Move cam Shift - Boost LCtr - Slowdown  
    🚀 Installation:
    Download .zip Move noclip folder to client_packages Add require('./noclip'); in root index.js

    6125 downloads

       (6 reviews)

    1 comment

    Submitted

  17. Speedometer KM/h, RPM and Fuel

    Design by @CommanderDonkey, link here.

    For install just copy files to your server.
    Don't forget edit index.js into client_packages if you have more resources.

    3910 downloads

       (3 reviews)

    0 comments

    Submitted

  18. Better Notifications

    Now with 200% more color.
    Clientside Functions:
    mp.game.ui.notifications.show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) mp.game.ui.notifications.showWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Serverside Functions:
    player.notify(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) player.notifyWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) As Events:
    BN_Show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) BN_ShowWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Example:
    // Clientside mp.game.ui.notifications.show("Normal message with custom text and background color.", false, 15, 20); mp.game.ui.notifications.showWithPicture("New Message", "Facebook", "You got some more of that data?", "CHAR_FACEBOOK", 1, false, 0, 139); // Serverside player.notify("This message is red which means you're doing something wrong.", false, 6); player.notifyWithPicture("Title", "Ammu-Nation", "Ammunation has all the equipment you need to protect your family from the evils of a liberal society! Fixed, mounted, and shoulder-held submachine guns. Mortars! Surface-to-air and all manner of heat-seeking missiles!", "CHAR_AMMUNATION"); Icons:
    You can specify an icon ID for picture notifications, here's a list of them:
    0, 4, 5, 6 = No Icon 1 = Speech Bubble 2 = Message 3 = Friend Request 7 = Arrow 8 = RP 9 = Money Notes:
    textColor and bgColor parameters want a HUD color ID which you can find here. (it is a bit outdated now though) You can find notification pictures here. If you can't see picture notifications, you must enable Phone Alerts from Settings > Notifications > Phone Alerts. This script changes player.notify on serverside.

    2356 downloads

       (10 reviews)

    5 comments

    Updated

  19. Basic Vehicle Sync

    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

       (5 reviews)

    4 comments

    Updated

  20. Basic Menu (Discontinued)

    This project is discontinued, consider using NativeUI instead.
     
    Bare-bones menu script.
    Installing:
    Put basicmenu into your server's client_packages directory, then you can add const whatever = require("basicmenu"); to the clientside scripts that you want to add a menu. Example code explains this better.
    Properties & Functions:
    BasicMenu
    title | Get & Set | Title of the menu. (string) x | Get & Set | X position of the menu. (float) y | Get & Set | Y position of the menu. (float) items | Get & Set | An array containing all items of the menu. (MenuItem array) hoverItem | Get & Set | Index of the item you're hovering on with your cursor, -1 if not hovering on anything. (int) visible | Get & Set | Visibility of the menu. (bool) disableESC | Get & Set | Allow/disallow menu from being closed by pressing ESC key. (bool) titleFont | Get & Set | Font ID of the title. (int) titleColor | Get & Set | Text color of the title. (array containing rgba) itemsPerPage | Get & Set | How many items are visible on a page of the menu. (int) currentPage | Get & Set | Current page of the menu. (int) setBanner(lib, banner) | Sets the menu's banner to another texture, setBanner("shopui_title_carmod", "shopui_title_carmod") will set the menu banner to be Los Santos Customs one for example. MenuItem
    title | Get & Set | Title of the item. (string) disabled | Get & Set | Whether the item is able to be selected or not. (bool) textColor | Get & Set | Color of the item's title. (array containing rgba) bgColor | Get & Set | Color of the item's background. (array containing rgba) icon | Get & Set | ID of the item's icon. (int) font | Get & Set | Font ID of the title. (int) outline | Get & Set | Outline of the item. (bool) shadow | Get & Set | Shadow of the item. (bool) rightText | Get & Set | Right text of the item. (string) Icon IDs:
    You can put icons to menu items (even though there are only 3 options) if you want to. Just do myMenuItem.icon = desired icon ID.
    MenuItemIcons.None (0) = No icon
    MenuItemIcons.Lock (1) = Lock icon
    MenuItemIcons.Tick (2) = Tick/checkmark icon 
    Events:
    There are three events, see example for how to use them.
    OnMenuItemSelected(menu, selectedMenuItem, selectedMenuItemIndex) /* Will be called when a menu item is clicked on/selected. menu - The menu that contained the selected item. (BasicMenu) selectedMenuItem - The menu item that was selected. (MenuItem) selectedMenuItemIndex - Index of the menu item on the selected menu. (int) */ OnMenuPageChanged(menu, oldPage, newPage) /* Will be called when a menu's page is changed. menu - The menu that had a page change. (BasicMenu) oldPage - Old page. (int) newPage - New page. (int) */ OnMenuClosed(menu) /* Will be called when a menu is closed. menu - The menu that was closed. (BasicMenu) */ Controls:
    Hovering on an item and left clicking - select item
    ESC - close menu (if disableESC isn't set to true)
    Left Arrow - previous page
    Right Arrow - next page
    Example Script:
    const menuLib = require("basicmenu"); // Creating a menu // you can just do: let exampleMenu = new menuLib.BasicMenu("Test Menu", 0.5, 0.4); let exampleMenu = new menuLib.BasicMenu("Test Menu", 0.5, 0.4, "commonmenu", "interaction_bgd", { itemSelected: function(item, itemIndex) { mp.gui.chat.push(`MenuEvent(${this.title}) - itemSelected: ${item.title} - ${itemIndex}`); }, pageChanged: function(oldPage, newPage) { mp.gui.chat.push(`MenuEvent(${this.title}) - pageChanged: ${oldPage} to ${newPage}`); }, closed: function() { mp.gui.chat.push(`MenuEvent(${this.title}) - close`); } }); exampleMenu.itemsPerPage = 5; // make the menu show 5 items per page, this is default by 10 let normalItem = new menuLib.MenuItem("Normal Item"); normalItem.rightText = "Free"; exampleMenu.items.push(normalItem); let redBackground = new menuLib.MenuItem("Red Background Item", [255, 255, 255, 255], [255, 0, 0, 200]); redBackground.rightText = "~g~$500"; exampleMenu.items.push(redBackground); let greenText = new menuLib.MenuItem("Green Text Item", [0, 255, 0, 255]); exampleMenu.items.push(greenText); // You won't be able to click on disabled items. let disabledItem = new menuLib.MenuItem("Disabled Item"); disabledItem.disabled = true; exampleMenu.items.push(disabledItem); let itemWithIcon = new menuLib.MenuItem("Item with Icon", [255, 255, 255, 255], [0, 0, 0, 200], function() { mp.gui.chat.push("You selected the item with icon, why?"); }); itemWithIcon.icon = menuLib.MenuItemIcons.Tick; itemWithIcon.rightText = "Pretty cool"; exampleMenu.items.push(itemWithIcon); let disabledWithIcon = new menuLib.MenuItem("Top Secret"); disabledWithIcon.disabled = true; disabledWithIcon.icon = menuLib.MenuItemIcons.Lock; exampleMenu.items.push(disabledWithIcon); // You can disable ESC menu closing by using disableESC property. exampleMenu.disableESC = true; // This is important as menus are not visible by default. exampleMenu.visible = true; // Events // OnMenuItemSelected, will be called when a menu item is clicked on. mp.events.add("OnMenuItemSelected", (menu, selectedItem, selectedItemIndex) => { mp.gui.chat.push(`Item selected on menu (${menu.title}) - ${selectedItem.title} (Index: ${selectedItemIndex})`); }); // OnMenuPageChanged, will be called when a menu's current page changes. mp.events.add("OnMenuPageChanged", (menu, oldPage, newPage) => { mp.gui.chat.push(`Menu page changed (${menu.title}) - ${oldPage} to ${newPage}`); }); // OnMenuClosed, will be called when a menu item is closed. mp.events.add("OnMenuClosed", (menu) => { mp.gui.chat.push(`Menu closed (${menu.title})`); }); // F6 key will toggle the visibility of exampleMenu mp.keys.bind(0x75, false, () => { exampleMenu.visible = !exampleMenu.visible; });  

    1070 downloads

       (5 reviews)

    0 comments

    Updated

  21. Advanced Chat - Upgraded

    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

       (6 reviews)

    6 comments

    Submitted

  22. RAGE MP Clothes Addon For MP Charater

    With this dlcpack, you're able to add up to hundreds of clothing WITHOUT replacing anything from the original vanilla game. 
    In this pack, you'll be able to add the following as addon content for both MP_Female and MP_Male:
    Heads/Faces (Up to 111!) Beards/Masks (Up to 159!) Hairstyles (Up to 185!) Pants (Up to 128!) Feets/Shoes (Up to 127!) Secondary Tops (Up to 106!) Decals/Emblems (Up to 93!) Primary Tops (Up to 127!) How does it work?:
    From learning the hex codes in the .ymt files and spending hours figuring out where everything was, I made changes and added things into the .ymt files to make this possible. However, the dlcpack overwrites the initial MP clothing dlcpack (the original clothing from the game, albeit it doesn't REPLACE any clothing) so the limits are added BEFORE any new dlc clothing. DLC clothing comes after the limits as they were pushed further to make way for the newer limits adjusted.
    In the future I will possibly adjust it even more if it's necessary.
     
    How do I get addon content to work?
    Simple.
    Go into streamedpeds_mp.rpf From there, it should be easy sailing. MP_Female stuff goes in mp_f_freemode_01 and MP_Male stuff goes into mp_m_freemode_01.  Don't forget to affix (basically dragging a file into the "ArchiveFix" program) "streamedpeds_mp" or "streamedpeds_mp" if you added anything into those archive .rpfs. Replace them inside the .rpf archive after affixing. As for naming them, ONLY name them based off what I have shown here:
    Head DrawableIDs: (46 - 157) Models: head_xxx_r Textures: head_diff_000_a_whi (or _chi, _bla, _lat, _pak, _ara at the end) Berd/Mask DrawableIDs: (8 - 167) Models: berd_xxx_u Textures: berd_diff_xxx_a_uni Hair DrawableIDs: (38 - 223) Models: hair_xxx_u Textures: hair_diff_xxx_a_uni Pants DrawableIDs: (16 - 144) Models: lowr_xxx_r Textures: lowr_diff_xxx_a_whi Feet/Shoes DrawableIDs: (16 - 143) Models: feet_xxx_u Textures: feet_diff_xxx_a_whi Accessory/Tops DrawableIDs: (16 - 122) Models: accs_xxx_u Textures: accs_diff_xxx_a_uni Decal/Emblem DrawableIDs: (0 - 93) Models: decl_xxx_u Textures: decl_diff_xxx_a_uni Tops2 DrawableIDs: (16 - 143) Models: jbib_xxx_u Textures: jbib_diff_xxx_a_uni Start from the number from one of the components of which you're adding from the number the limit suggest. (For an example, if you're adding some shoes mod for the first time, then rename the files to "feet_016_u" and feet_diff_016_a_whi) 

    1832 downloads

       (6 reviews)

    4 comments

    Updated

  23. Weapons on Body

    This resource attaches your weapons to your character to make them visible to everyone. All you have to do is put away your gun/switch weapons.
     
    Installing
    Download & install the latest Efficient Attachment Sync. Put the files you downloaded in their respective places Add require('weapondisplay') to client_packages/index.js All done  
    Notes
    Didn't do a lot of testing, feel free to report issues (would be nice if you include how to reproduce the issue) weaponData.json file will be updated with future GTA V versions, always check weaponData.json Gist to prevent issues. 

    2540 downloads

       (6 reviews)

    2 comments

    Updated

  24. CarShop Simple System

    HI all, here is a simple CarShop system, pretty optimized in client side, but not this much server-side.
     
    This CarShop adapt himself to what you give it, from the config file, let me explain:
    You define some parameters in the config file, for your carShop (Vehicles classses, marker position...), and the client side system with do the stuff.
    Here is a example of a carShop:
    "Boat": { // Shop Name "Position": { // vehicle position for the showcase, camera is auto defined from this "x": -729, "y": -1361, "z": 0.05, "rz": 136 }, "Marker": { // Marker for the player when entering shop "x": -815.93, "y": -1346.3, "z": 5.15 }, "Park": { // When you buy your vehicle, here is where you put vehicle location, it is random ! :D ANd a waypoint is created in client side to show where it is "0":{"x":-725.33,"y":-1325.299,"z":0.11,"rz":228.29}, "1":{"x":-727.42,"y":-1329.044,"z":0.11,"rz":230.54}, "2":{"x":-729.79,"y":-1333.469,"z":0.11,"rz":230.29}, "3":{"x":-731.4,"y":-1332.34,"z":0.11,"rz":228.29}, "4":{"x":-734.63,"y":-1334.34,"z":0.11,"rz":228.29}, "5":{"x":-738.73,"y":-1342.34,"z":0.11,"rz":228.29} }, "Blip": 427, // Blip for the map "Class": [ 14 ], // vehicle classes, see below for list "Name": "Boat Shop" // Displayed Name } So, aswell, when connect this will create a Marker / Blip on the marker position of the config file.
    And that's all for creating a car shop !
    Now, you can define prices easily aswell:
    In the vehicle_Shop.json file, you have the list of every vehicle which are available for selling. You have the hash, displayName, name, manufacturer & the price, define dby 15000 by default, but you can define a new price for every vehicle by yourself.
    That's all you have to do, now do /carShop [YouCarShopName], and see the magic happening.
     
    Here is the vehicles class name:
    Sedans SUVs Coupe Muscle Sport Classic Sport Super Moto Off-Road Industrial Utility Vans Cycles Boats Helicopters Planes Service Emergency Military Commercial Trains I think i gave you all the stuff to make it works, i hope you like it!
    By default you have 3 carshops, boat / low budget car/ helicopters.

    3073 downloads

       (1 review)

    14 comments

    Updated

  25. Wasted Screen

    Installing
    Put the files you downloaded in their respective places Download & install Scaleform Messages if you haven't yet, this script needs it Add require('wasted') to client_packages/index.js All done Notes
    This script will make the players wait 8 seconds before spawning at the closest hospital. This script was not tested on a gamemode with custom death behavior, you might want to do some changes. Video Preview
     

    1683 downloads

       (3 reviews)

    1 comment

    Updated


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