139 files
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Scaleform Hud
By Captien
This resource introduces the well known scaleform hud for mission/heists. Makes it easy to create it in-game
Known Issues:
Mission end doesn't display black background due to unknown reason, still addressing it. API:
Client-side API
// Client side // Credits to kemper for his amazing scaleform class... /* * Creates an intro that you see on mission start. * style: int (1-20) Adds background to the intro banner * header: Mission title * subHeader: Mission secondary title */ mp.banners.createIntro(style, header, subHeader).then(done => { }); /* * Creates an objective banner * style: (1-20) Adds background to the intro banner * header: Mission title * objective: Mission secondary title */ mp.banners.createObjective(style, header, objective).then(done => { }); /* * Creates an objective banner * style: int (1-20) Adds background to the intro banner * missionName: Mission title * reason: Reason of pass/fail * passed: boolean */ mp.banners.missionResult(style, missionName, reason, passed).then(done => { }); /* * Creates an mission end banner. * style: int (1-20) Adds background to the intro banner * cashWon: Cash Earned * level: Object * { rpGain: (int), rpStart: (int), rpMin: (int), rpMax: (int), currentRank: (int), nextRank: (int), rankUpText: (string), rankUpExtraText: (string) } */ mp.banners.missionEnd(style, cashWon, level).then(done => { });
Banner Images:
Intro:
Objective
Mission Complete
Mission End
If you have any issues you know what to do....
Thanks for reading this at least....
69 downloads
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Weapon Spawner
By rootcause
Requirements
You need to download & install these resources first:
NativeUI Weapon Component Sync Weapon Tint Sync
Installing
Put the files you downloaded in their respective places Add require('weaponspawner') to client_packages/index.js All done
Using
You can use the /weapons command to access the weapon spawner menu.
Issues
Some components might not have a visible name because Rockstar didn't give them one. Equipped component displaying might not be accurate at first but will be fixed after you apply/remove a component.
Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-weapon-spawner
262 downloads
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Rage Horse
By Mos
Preview video https://streamable.com/b1b0i
Github repo https://github.com/ItsMos/ragemp-horse
Horse mod for rage multiplayer Notes This replaces the 'deer' model because it is fast-moving. Horses should be synced, this doesnt work well with `online` skins, you can fix that tho, feel free to contribute. You think that you're actually riding the horse? no, think again, the horse is riding you (your ped) Usage // server code let pkg = require('ragemp-horse') let allHorses = pgk.horses, Horse = pkg.Horse // To create a horse let myPony = new Horse(position, dimension) // delete a horse myPony.delete() Press Interact button (default `E`) to mount/dismount a horse Credits Horse model converted by Quechus1367 downloads
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Vehicle Spawner | Diamond Casino & Resort Update
I updated the "vehicleHashes.js" to the update "Diamond Casino & Resort".
Orginal version and creator of the script:
116 downloads
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Shortcuts (Animations) on Numpad 1.0.0 Javascirpt
By HankSteiner
About this File
I used this res to create my res: Shortcuts (Animations) on Numpad 1.0.0 Before first Startup: you import db.sql in your Database and change "Yourname" in the record or leave it. I used RPC in this example, install it. My node_modules are in the archive located. Do this on Login/Startup Serverside
gm.mysql.handle.query("SELECT * FROM shortcuts WHERE name = ?", [player.name], function (err10,res10) { if (err10) console.log("Error in loadShortcuts: "+err10); if (res10.length > 0) { res10.forEach(function (shortcutData) { player.data.numpad1A = shortcutData.num1animA; player.data.numpad1B = shortcutData.num1animB; player.data.numpad1C = shortcutData.num1animC; player.data.numpad1D = shortcutData.num1animD; player.data.numpad1Name = shortcutData.num1name; player.data.numpad2A = shortcutData.num2animA; player.data.numpad2B = shortcutData.num2animB; player.data.numpad2C = shortcutData.num2animC; player.data.numpad2D = shortcutData.num2animD; player.data.numpad2Name = shortcutData.num2name; player.data.numpad3A = shortcutData.num3animA; player.data.numpad3B = shortcutData.num3animB; player.data.numpad3C = shortcutData.num3animC; player.data.numpad3D = shortcutData.num3animD; player.data.numpad3Name = shortcutData.num3name; player.data.numpad4A = shortcutData.num4animA; player.data.numpad4B = shortcutData.num4animB; player.data.numpad4C = shortcutData.num4animC; player.data.numpad4D = shortcutData.num4animD; player.data.numpad4Name = shortcutData.num4name; player.data.numpad5A = shortcutData.num5animA; player.data.numpad5B = shortcutData.num5animB; player.data.numpad5C = shortcutData.num5animC; player.data.numpad5D = shortcutData.num5animD; player.data.numpad5Name = shortcutData.num5name; player.data.numpad6A = shortcutData.num6animA; player.data.numpad6B = shortcutData.num6animB; player.data.numpad6C = shortcutData.num6animC; player.data.numpad6D = shortcutData.num6animD; player.data.numpad6Name = shortcutData.num6name; player.data.numpad7A = shortcutData.num7animA; player.data.numpad7B = shortcutData.num7animB; player.data.numpad7C = shortcutData.num7animC; player.data.numpad7D = shortcutData.num7animD; player.data.numpad7Name = shortcutData.num7name; player.data.numpad8A = shortcutData.num8animA; player.data.numpad8B = shortcutData.num8animB; player.data.numpad8C = shortcutData.num8animC; player.data.numpad8D = shortcutData.num8animD; player.data.numpad8Name = shortcutData.num8name; player.data.numpad9A = shortcutData.num9animA; player.data.numpad9B = shortcutData.num9animB; player.data.numpad9C = shortcutData.num9animC; player.data.numpad9D = shortcutData.num9animD; player.data.numpad9Name = shortcutData.num9name; }); }else{ gm.mysql.handle.query("INSERT INTO shortcuts SET name = ?", [player.name], function (insertError) { if (insertError) console.log(`[Shortcuts Init Error] ${err.message}`); if(!insertError){ gm.mysql.handle.query("SELECT * FROM shortcuts WHERE name = ?", [player.name], function (err10,res10) { if (err10) console.log("Error in loadShortcuts: "+err10); if (res10.length > 0) { res10.forEach(function (shortcutData) { player.data.numpad1A = shortcutData.num1animA; player.data.numpad1B = shortcutData.num1animB; player.data.numpad1C = shortcutData.num1animC; player.data.numpad1D = shortcutData.num1animD; player.data.numpad1Name = shortcutData.num1name; player.data.numpad2A = shortcutData.num2animA; player.data.numpad2B = shortcutData.num2animB; player.data.numpad2C = shortcutData.num2animC; player.data.numpad2D = shortcutData.num2animD; player.data.numpad2Name = shortcutData.num2name; player.data.numpad3A = shortcutData.num3animA; player.data.numpad3B = shortcutData.num3animB; player.data.numpad3C = shortcutData.num3animC; player.data.numpad3D = shortcutData.num3animD; player.data.numpad3Name = shortcutData.num3name; player.data.numpad4A = shortcutData.num4animA; player.data.numpad4B = shortcutData.num4animB; player.data.numpad4C = shortcutData.num4animC; player.data.numpad4D = shortcutData.num4animD; player.data.numpad4Name = shortcutData.num4name; player.data.numpad5A = shortcutData.num5animA; player.data.numpad5B = shortcutData.num5animB; player.data.numpad5C = shortcutData.num5animC; player.data.numpad5D = shortcutData.num5animD; player.data.numpad5Name = shortcutData.num5name; player.data.numpad6A = shortcutData.num6animA; player.data.numpad6B = shortcutData.num6animB; player.data.numpad6C = shortcutData.num6animC; player.data.numpad6D = shortcutData.num6animD; player.data.numpad6Name = shortcutData.num6name; player.data.numpad7A = shortcutData.num7animA; player.data.numpad7B = shortcutData.num7animB; player.data.numpad7C = shortcutData.num7animC; player.data.numpad7D = shortcutData.num7animD; player.data.numpad7Name = shortcutData.num7name; player.data.numpad8A = shortcutData.num8animA; player.data.numpad8B = shortcutData.num8animB; player.data.numpad8C = shortcutData.num8animC; player.data.numpad8D = shortcutData.num8animD; player.data.numpad8Name = shortcutData.num8name; player.data.numpad9A = shortcutData.num9animA; player.data.numpad9B = shortcutData.num9animB; player.data.numpad9C = shortcutData.num9animC; player.data.numpad9D = shortcutData.num9animD; player.data.numpad9Name = shortcutData.num9name; }); } }) } }) } }); if you need more contact me
90 downloads
- rpc
- Javascript
- (and 3 more)
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Bitcoin Exchange
By rootcause
This is a small script that allows players to buy/sell bitcoins.
Requirements
Currency API (define a currency named "cash" after installing) node-fetch (after installing, go to packages/bitcoin folder, launch command prompt/powershell from shift+rightclick and write "npm install", should download it)
Installing
Drag & drop to your server files folder.
Config
The config.json file provides some options:
updateInterval - The time between BTC price updates, in milliseconds. Default value is 300000 aka 5 minutes. markerColor - Color of the markers, [r, g, b, a] format. markerRange - Range of the markers. exchangeCoords - Positions where players can buy/sell bitcoins. Default values add 2 exchange locations: Lester's house and garment factory.
Commands
buybtc [amount] sellbtc [amount] Both commands need you to be inside a Bitcoin Exchange marker.
Notes
This script does not save data (bought bitcoins etc), saving should be handled by your gamemode since Currency API provides functions for that. BTC price is provided by CoinDesk. Currency API does not support floats so players can't buy less than 1 BTC. Bogdanoff is watching74 downloads
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Synced parachute
By draobrehtom
🎈 Motivation
Currenly I develop battle royal gamemode and it was anoying to see how are players falling without any animation. Imagine how is hard to see where your opponents without any parachute object.
🛠️ Installation:
Just extract parachute.zip into your server root.
(it will replace your client_resources/index.js)
📸 Falling animation and Parachute object fix:
💡 Featues:
Parachute object is destroying when player is near the ground after 3 seconds Synced falling animation without parachute Synced parachute attaching Working only near streamed players More features from you 😉
113 downloads
(4 reviews)0 comments
Updated
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[3D] Client-side Sound API.
By Captien
Description:
This resources provides the ability to create/control sound in 3D via custom API. Also demonstrates the ability to use custom urls (Radio streams, local mp3 files). 3D sound should be synced automatically without the need of extra work. If you're looking for Frontend sounds then it should be easy to implement. If many demanded 2D sounds for this resource, i'll add it later.
API:
// Client-side // FUNCTIONS mp.game.audio.playSound3D(url, pos, volume, range, dimension) /* * url: string (Required) [Links and local package:// protocol are supported] * pos: vector3 (Required) * volume: int (Optional, Default: 1) [Range: 0 to 1] * range: int (Optional, Default: 60) [Max Range: 60] * dimension: (Optional, Default: 0) * Returns Object. * Object Properties: - id (sound's ID) - url (sound's url) - pos (sound's position) - volume (sound's volume) - range (sound's max range) - dimension (sound's dimension) - listeners (players array that are listening to the sound) - paused (If sound is paused) */ mp.game.audio.setSoundVolume(id, volume); /* * id (Sound's ID) * volume (sound's volume) Range (0.1 - 1) */ mp.game.audio.setSoundPosition(id, pos); /* * Useful for portable sound * id (Sound's ID) * pos (sound's new position) */ mp.game.audio.setSoundRange(id, range); /* * id (Sound's ID) * range (Max Range 60) (Increase it by editing the maxRange...) */ // EVENTS: /* * EventName: audioFinish * params: soundID (Sound's ID that is finished Playing) */ /* * EventName: audioError * params: soundID (Sound's ID that had error), errorObject {code: 'error code', error: 'error description'} */ // Example let sound = mp.game.audio.playSound3D('http://rfcmedia.streamguys1.com/MusicPulse.mp3', pos, 60, 1, 0); sound.destroy(); // Destroys the sound sound.pause(); // Pauses the sound sound.resume(); // Resumes the sound If you have any issues or suggestions, you know the usual routine.
Credits:
- Thanks to George for his 3D voice method.
- Thanks to soundManager 2 for bringing music to life in CEF
I wish you'll enjoy some epic music.
134 downloads
(3 reviews)0 comments
Submitted
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Login / Register html template
By Tenchuu
https://www.dropbox.com/s/3ump4anqb45mm9x/1uJJ7nb7a9.mp4?dl=0
This is just a template for your login / register system.
85 downloads
(0 reviews)0 comments
Submitted
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[C#] Example/Wrapper for fetching world objects.
Just an example/wrapper on how to properly use "GetClosestObjectOfType" and fetch data from an object.
I've been using this in my server for a while now to make it easier to get XYZ and rotation of objects in bulk, instead of having to go through them in codewalker which can be a pain.
Installation
Move client_packages to your client_packages folder Move Serverside C#/GetWorldObjects.cs to your gamemode or script. Move objectLocations.json to your server root directory.
Usage
The JSON file included in the zip contains the pacific bank vault door as an example object. Use the /getworldobjects or /gwo command to run through all the items in the JSON file and fetch the X, Y, Z and XYZ Rotation of the object.
As of right now it'll simply log the object to your server console and continue to the next object in the list, you can extend this functionality by editing the "REMOTE_EVENT_OnWorldObjectFetched" method in GetWorldObjects.cs server-side script.
JSON file object info
public class ObjectLocation { // The model name to look for, you can fetch this from CodeWalker or RAGEMP objectdb for example. public string Model { get; set; } // The model that should replace the model at this location, optional. I personally used this to store in the database and then on server start it'd delete the world object and replace it with the object model specified here. public string ReplacementModel { get; set; } = ""; // A position within X distance of the object you want to get the data of, distance can be specified by the Radius. public Vector3 Position { get; set; } // An optional type you can pass to the method so you can use it later on for data storage purposes(eg keep objects of certain types separated by an ID) public int Type { get; set; } = 0; // The radius to find the object, doesn't have to be too precise altho I generally recommend putting the player's teleport coordinates as close to the object as possible and decreasing range to 5 or 10. public int Radius { get; set; } } [ { "Model": "v_ilev_bk_vaultdoor", "ReplacementModel": "v_ilev_bk_vaultdoor", "Type": 0, "Radius": 25, "Position": { "X": 254.2859, "Y": 225.3845, "Z": 101.8757 } }, { "Model": "another_object_model_name", "ReplacementModel": "another_object_model_name_to_replace", "Type": 0, "Radius": 10, "Position": { "X": 1234.567, "Y": 123.456, "Z": 12.345 } }, ... ] All you have to do is add more items to the JSON file and it'll run thru all of them.
25 downloads
- CS
- GetClosestObjectOfType
- (and 1 more)
(0 reviews)0 comments
Updated
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Color Chat
By Lokote1998
This simple script gives the player a random color for the chat when he joins.
If you already have a chat, i recommend you removing it & modifying this one to make it look like your old chat or merge them.
532 downloads
(1 review)0 comments
Submitted
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Combat Helmets
By rootcause
Installing
Put the files you downloaded in their respective places Add require('combathelmets') to client_packages/index.js All done
Using
You can toggle visor/goggles by pressing F10 while on foot.
Adding More Helmets
Even though this is a combat helmet mod, you can add other helmets (such as motorcycle helmets) by editing packages/combathelmets/helmetData.json.
{ // Skin hash (mp_m_freemode_01) "1885233650": { /* Visor/goggles up drawable as key. Visor/goggles down drawable as "closed" property. Animation name as "anim" property. Available names: goggles, visor Optional "type" property for screen FX. Available types: nightvision, thermal Hat/helmet drawables: https://wiki.rage.mp/index.php?title=Male_Hats https://wiki.rage.mp/index.php?title=Female_Hats */ "117": { "closed": 116, "type": "nightvision", "anim": "goggles" }, "119": { "closed": 118, "type": "thermal", "anim": "goggles" }, "124": { "closed": 123, "anim": "visor" }, "126": { "closed": 125, "anim": "visor" } }, // Skin hash (mp_f_freemode_01) "2627665880": { /* Visor/goggles up drawable as key. Visor/goggles down drawable as "closed" property. Animation name as "anim" property. Available names: goggles, visor Optional "type" property for screen FX. Available types: nightvision, thermal Hat/helmet drawables: https://wiki.rage.mp/index.php?title=Male_Hats https://wiki.rage.mp/index.php?title=Female_Hats */ "116": { "closed": 115, "type": "nightvision", "anim": "goggles" }, "118": { "closed": 117, "type": "thermal", "anim": "goggles" }, "123": { "closed": 122, "anim": "visor" }, "125": { "closed": 124, "anim": "visor" } } }
Adding More Vehicles
You can add/remove supported vehicles by editing the vehicle animation dictionary object located in client_packages/combathelmets/index.js line 33. (vehAnimDictName object)
Issues
The animation won't be synced to other players in 0.3.7 but it should in future versions with improved task sync. FIXED IN v2.0 Visor up/down animation is used for both visors and goggles right now, even though this is a small visual thing it might be fixed in the future. FIXED IN v2.0 Players are not able to toggle visor/goggle state in vehicles right now, might change in the future. This would probably be most useful for bikes. Available on GitHub: https://github.com/root-cause/ragemp-combat-helmets26 downloads
(3 reviews)0 comments
Updated
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DxDraw Message Bars
By Captien
DxBar messages is a light easy to use script to show some notifications for your players. Just calling one event with your custom message and colored text.
Usage:
//Server-side player.call('Createinfo', '<text>', R, G, B, 'top or bot') //Client-side mp.events.call('Createinfo', '<text>', R, G, B, 'top or bot') Images are available at the old topic in forums, due to inability to restore them. (images will be added asap).
97 downloads
(2 reviews)0 comments
Updated
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[C#] Custom Timer - Server & Client
By Bonus
With this script you can easily create custom timer.
The file is fully commented and should be easy to understand.
The file in Shared is required - and then use either the file in Server or in Client depending on where you are using it.
You have to use the constructor to create the timer.
Examples:
Examples: // Yes, the method can be private // private void testTimerFunc(Client player, string text) { NAPI.Chat.SendChatMessageToPlayer(player, "[TIMER] " + text); } void testTimerFunc() { NAPI.Chat.SendChatMessageToAll("[TIMER2] Hello"); } [Command("ttimer")] public void timerTesting(Client player) { // Lamda for parameter // new Timer(() => testTimerFunc(player, "hi"), 1000, 1); // Normal without parameters // new Timer(testTimerFunc, 1000, 1); // Without existing method // var timer = new Timer(() => { NAPI.Chat.SendChatMessageToPlayer(player, "[TIMER3] Bonus is da best"); }, 1000, 0); // Kill the timer // timer.Kill(); }
325 downloads
(3 reviews)0 comments
Updated
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Car Compare (0-100, 0-200, Vmax)
By MrGenzo
Copy folder to "client_packages" and add
require("./genzocarcompare"); to your "client_packages/index.js";
63 downloads
(0 reviews)0 comments
Submitted
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GTA SA Classic Menu
By adri1
This is a CreateMenu for the illegal gta v emulator.
Usage example:
List<string[]> menuItems = new List<string[]>(); menuItems.Add(new string[] { "Item 1 Column 1", "Item 1 Column 2" }); menuItems.Add(new string[] { "Item 2 Column 1", "Item 2 Column 2" }); Menu menu = new Menu("Title", new string[] { "Header 1", "Header 2" }, menuItems).show(); menu.setOnMenuResponseListener((Menu.OnMenuResponseListener onMenuResponseListener) => { RAGE.Chat.Output("Response: " + onMenuResponseListener.response + " item: " + onMenuResponseListener.item); menu.destroy(); });
14 downloads
(7 reviews)0 comments
Submitted
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Simple Chat Advert
By MorHo
Simple Chat Advert
basically it'll prints out whatever you want into to chat.
Please do not change the code edit just config.json
170 downloads
(0 reviews)0 comments
Updated
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Scaleform Messages
By rootcause
This resource lets you display GTA V/Online styled shard messages.
Installing:
Put scaleform_messages into your server's client_packages directory, then add require('scaleform_messages/index.js'); to index.js.
Available events:
ShowMidsizedMessage // title, message, time = 5000 ShowMidsizedShardMessage // title, message, bgColor, useDarkerShard, condensed, time = 5000 ShowWeaponPurchasedMessage // title, weaponName, weaponHash, time = 5000 ShowPlaneMessage // title, planeName, planeHash, time = 5000 ShowShardMessage // title, message, titleColor, bgColor, time = 5000 Clientside example (will show different messages when you press numpad0 - numpad6):
mp.keys.bind(0x60, false, () => { mp.events.call("ShowMidsizedMessage", "Title", "ShowMidsizedMessage example"); // or: mp.game.ui.messages.showMidsized("Title", "ShowMidsizedMessage example"); }); mp.keys.bind(0x61, false, () => { mp.events.call("ShowMidsizedShardMessage", "Title", "ShowMidsizedShardMessage example", 21, false, false); // or: mp.game.ui.messages.showMidsizedShard("Title", "ShowMidsizedShardMessage example", 21, false, false); }); mp.keys.bind(0x62, false, () => { mp.events.call("ShowMidsizedShardMessage", "Title", "ShowMidsizedShardMessage example 2 (condensed = true)", 21, false, true); // or: mp.game.ui.messages.showMidsizedShard("Title", "ShowMidsizedShardMessage example 2 (condensed = true)", 21, false, true); }); mp.keys.bind(0x63, false, () => { mp.events.call("ShowWeaponPurchasedMessage", "Title", "ShowWeaponPurchasedMessage example", -2084633992); // or: mp.game.ui.messages.showWeaponPurchased("Title", "ShowWeaponPurchasedMessage example", -2084633992); }); mp.keys.bind(0x64, false, () => { mp.events.call("ShowPlaneMessage", "Title", "ShowPlaneMessage example", 788747387); // or: mp.game.ui.messages.showPlane("Title", "ShowPlaneMessage example", 788747387); }); mp.keys.bind(0x65, false, () => { mp.events.call("ShowShardMessage", "Title", "ShowShardMessage example"); // or: mp.game.ui.messages.showShard("Title", "ShowShardMessage example"); }); mp.keys.bind(0x66, false, () => { mp.events.call("ShowShardMessage", "Title", "ShowShardMessage example (colored)", 0, 11); // or: mp.game.ui.messages.showShard("Title", "ShowShardMessage example (colored)", 0, 11); }); Serverside example (will show a wasted message when you die):
mp.events.add('playerDeath', (player) => { player.call("ShowShardMessage", ["~r~Wasted", "You died."]); });
847 downloads
(8 reviews)0 comments
Updated
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Basic Menu (Discontinued)
By rootcause
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; });
843 downloads
(5 reviews)0 comments
Updated
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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.1051 downloads
(7 reviews)0 comments
Updated
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Timecycle Modifiers
By rootcause
This resource lets you preview many of the available timecycle modifiers in GTA V.
Installing
Download & install the latest BasicMenu or NativeUI if you haven't already, this script needs it Drop the timecycpreview folder to your server's client_packages Add require('timecycpreview') to client_packages/index.js All done Controls
Page Up - Increase timecycle modifier strength Page Down - Decrease timecycle modifier strength F9 - Show/hide the menu
100 downloads
(2 reviews)0 comments
Updated
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Synced Vehicle Indicators
By rootcause
Installing
Put the files you downloaded in their respective places Add require('indicators') to client_packages/index.js All done Controls
Numpad 4 - Toggle left indicator Numpad 6 - Toggle right indicator649 downloads
(3 reviews)0 comments
Updated
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Console commands
By m4a_X
Simple command handler for the Rage:MP console...
... Just add more commands, for example to save the player
INFO: Stopping bridge resources seems to be broken by Rage.
Original resource by Vektor42O
312 downloads
(0 reviews)0 comments
Updated
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Manage Weather Time
By Nov4tO266
Basic script to sync time of the game in custom cicles
That script just change the time of the game based on the configuration cicle time and real life.
every 0 hour and 12 hours the weather is changed in random mod to another weather.
The cicle of Timeout will adjust to read the script every hour in the game.
How to use:
Just place de script in your server-side (Package) and change the "const cicleTime" to your
size of a day cicle. Use real life minutes for that. Exemple: "30" will be 15 minutes in real life day
and 15 minutes night.
Notes:
If you place some value in cicle time that a hour in the game last less then one minute in real life,
dont will work (if you know how to fix comment please ).
Future Updates:
Smoth transition, show time and date on UI
538 downloads
(1 review)0 comments
Updated
