139 files
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n0minal's Interior Browser (client-side only!)
By n0minal
n0minal's Interior Browser
Hello Dear Ragers,
Today I bring you guys a simple - but useful - browser for interiors to preview.
I spent something like ~2 hours to make it, so it might contain bugs, if you find a bug please post it in here or contact me by PM and I'll fix it as soon as possible.
Commands ⌨️
There are two commands (and binds for it):
/interior (or shortened: /i): Loads the Interior Browser menu, in which you can interact and select an interior to preview. /leave (or shortened: /l): Leaves the current interior and gets teleported back to your first position when you called the browser for the first time. The Script 📰
Download the .zip file and extract it inside your client-packages folder, after that, create (or edit) a index.js file in your client_packages root folder with the following content:
//requires interior-browser package require("interior-browser"); and you're ready to go!
Github Link: https://github.com/n0minal/interior-browser That's all,
See you on the next release!
533 downloads
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Headshots
By rootcause
Small script that adds instantly killing headshots.
Installing
Put headshots into your server's client_packages directory, then add require('headshots'); to client_packages/index.js.
504 downloads
(6 reviews)0 comments
Submitted
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Smooth Throttle Script
By notsosmart
This resource will stop your vehicle from constantly skidding when acceleration. It will also stop you from reversing when you're braking. You will come to a complete stop and then you have to press reverse again to actually reverse. Automatic brake lights are included.
Note that you can hold your handbrake (space bar) down and accelerate and this will temporarily remove the throttle limiter.
491 downloads
- Smooth
- acceleration
- (and 5 more)
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(3 reviews)
0 comments
Updated
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Levels
By rootcause
Installing
Put the files you downloaded in their respective places Add require('levels') to client_packages/index.js Open packages/levels/database.js and put your MySQL config All done
API
/* Player level and XP is accessed through currentLevel and currentXP shared data keys. You should not change the value of these shared data keys, just use them to get data and use the API to set data. */ player.data.currentLevel OR player.getVariable("currentLevel") // returns level of the player player.data.currentXP OR player.getVariable("currentXP") // returns XP of the player /* setLevel(newLevel) Sets the player's level to newLevel. (will also change player's XP to level XP) */ player.setLevel(newLevel) /* setXP(newXP) Sets the player's experience to newXP. (will update player's level) */ player.setXP(newXP) /* changeXP(xpAmount) Changes the player's experience by xpAmount. (will update player's level) */ player.changeXP(xpAmount) /* hasReachedMaxLevel() Returns whether the player has reached max level or not. */ player.hasReachedMaxLevel() /* saveLevelAndXP() Saves the player's level and XP data. Automatically called a player disconnects. */ player.saveLevelAndXP()
Events
These events are called on serverside when a player's level or XP changes.
/* playerXPChange This event is called when a player's XP changes. */ mp.events.add("playerXPChange", (player, oldXP, newXP, difference) => { // code }); /* playerLevelChange This event is called when a player's level changes. */ mp.events.add("playerLevelChange", (player, oldLevel, newLevel) => { // code });
Example Script
Here's a script that lets you change your level/XP and writes it to console:
mp.events.addCommand("setlevel", (player, newLevel) => { newLevel = Number(newLevel); if (!isNaN(newLevel)) { player.setLevel(newLevel); } else { player.outputChatBox("SYNTAX: /setlevel [new level]"); } }); mp.events.addCommand("changexp", (player, amount) => { amount = Number(amount); if (!isNaN(amount)) { player.changeXP(amount); } else { player.outputChatBox("SYNTAX: /changexp [amount]"); } }); mp.events.addCommand("setxp", (player, amount) => { amount = Number(amount); if (!isNaN(amount)) { player.setXP(amount); } else { player.outputChatBox("SYNTAX: /setxp [new xp amount]"); } }); mp.events.add("playerXPChange", (player, oldXP, newXP, difference) => { console.log(`${player.name} ${difference < 0 ? "lost" : "gained"} some XP. Old: ${oldXP} - New: ${newXP} - Difference: ${difference}`); }); mp.events.add("playerLevelChange", (player, oldLevel, newLevel) => { console.log(`${player.name} had a level change. Old: ${oldLevel} - New: ${newLevel}`); });
Credits
Unknown Modder - RP List IllusiveTea - Rank bar scaleform
Notes
This script will load and save level and XP data of players on its own but a function to save player data yourself is provided. Like said before, don't change the values of currentLevel and currentXP shared data keys. Maximum reachable level is 7999 but a player can earn XP until his rank bar is full, kinda reaching 8000. Use player.hasReachedMaxLevel() to detect if a player is level 7999 and his rank bar is full.
475 downloads
(5 reviews)0 comments
Submitted
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Weapons on Body
By rootcause
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.443 downloads
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Timer Bars
By rootcause
Adds timer bars from GTA V/Online.
Installing
Drop the timerbars folder to your server's client_packages folder, then you can use const barlibrary = require('timerbars'); to add timer bars. (don't forget to check examples)
TimerBar Properties
A timer bar has these properties:
title | Title (left text) of the timer bar. (string) useProgressBar | Progress bar of the timer bar. If set to true, a progress bar will be drawn instead of right text. (bool) text | Text (right text) of the timer bar, useless if useProgressBar is true. (string) progress | Progress of the timer bar, useless if useProgressBar is false. (float between 0.0 - 1.0) textColor | Text color of the timer bar. (rgba array or HUD color ID) pbarBgColor | Progress bar's background color. (rgba array or HUD color ID) pbarFgColor | Progress bar's foreground color. (rgba array or HUD color ID) visible | Visibility of the timer bar. (bool) usePlayerStyle | If set to true, timer bar title will be displayed like a GTA Online player name. (bool) You can check this wiki page for HUD color IDs.
Examples
const timerBarLib = require("timerbars"); // lets create some progress bars let timeBar = new timerBarLib.TimerBar("TIME LEFT"); timeBar.text = "33:27"; let teamBar = new timerBarLib.TimerBar("TEAM MEMBERS LEFT"); teamBar.text = "4"; let healthBar = new timerBarLib.TimerBar("BOSS HEALTH", true); healthBar.progress = 0.8; healthBar.pbarFgColor = [224, 50, 50, 255]; healthBar.pbarBgColor = [112, 25, 25, 255]; let rewardBar = new timerBarLib.TimerBar("REWARD"); rewardBar.text = "$500000"; rewardBar.textColor = [114, 204, 114, 255]; // f7 to toggle visibility of bars mp.keys.bind(0x76, false, () => { timeBar.visible = !timeBar.visible; teamBar.visible = !teamBar.visible; healthBar.visible = !healthBar.visible; rewardBar.visible = !rewardBar.visible; }); // f8 will change health bar's value to something random mp.keys.bind(0x77, false, () => { healthBar.progress = Math.random(); });
const timerBarLib = require("timerbars"); let eventTime = new timerBarLib.TimerBar("EVENT TIME LEFT", false); eventTime.text = "01:40"; let thirdPlace = new timerBarLib.TimerBar("3rd: PlayerName3", false); thirdPlace.text = "9 kills"; thirdPlace.textColor = 107; // HUD_COLOUR_BRONZE thirdPlace.usePlayerStyle = true; let secondPlace = new timerBarLib.TimerBar("2nd: PlayerName2", false); secondPlace.text = "12 kills"; secondPlace.textColor = 108; // HUD_COLOUR_SILVER secondPlace.usePlayerStyle = true; let firstPlace = new timerBarLib.TimerBar("1st: AimbotNub", false); firstPlace.text = "30 kills"; firstPlace.textColor = 109; // HUD_COLOUR_GOLD firstPlace.usePlayerStyle = true;
417 downloads
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FireDepartment
By spacefrog
I made this script for beginners in c# so they can hopefully learn someting for it.
I'm not a pro in programming but i hope i can help someone with it.
I did not test this with other players but it should work.
Commands:
/teleport "to get to the fire department" /start1 "on the white colshape to start a fire" /stopfireid "to stop the fire or just extinguish it."
When you are on a mission you can heal your self on the green colshape.
When you start a fire it random selected one of the 6 main spawn points from that point it random create new spawn points and check if its reachable for the player.
406 downloads
- Fire fighter
- Fire Department
- (and 1 more)
(0 reviews)0 comments
Updated
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CEF vehSpawner
By Anzo
Installing:
Place the files you downloaded in their locations.
Add "require('.vehSpawner');" to client_packages/index.js.
Controls:
F3 to toggle menu.
Everything else is done in cef interface.
Features:
Spawn any vehicle from https://wiki.rage.mp/index.php?title=Vehicles (2019-05-04).
All players can spawn up to 4 vehicles each.
Vehicles will despawn on server disconnect.
Choose vehicle color via a simple color picker.
Repair the vehicle you are in (2 min timer so you cant spam it).
Players have the ability to despawn (destroy) their vehicles.
Credits:
Josh Pullen for his color picker script at jsfiddle: https://jsfiddle.net/PullJosh/dpkP3/. Without this choosing vehicle colors would not be a feature.
P.S. SS's are in 1440p, side menus will be closer to center in 1080p and the larger vehicle categories will require scrolling.
405 downloads
(2 reviews)0 comments
Updated
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MapEditor
By PrototypeX
Working version of the MapEditor by PrototypeX!
Developed for the project SMOTRArage
Old resource:
403 downloads
(3 reviews)0 comments
Updated
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Light Control
By rootcause
This resource adds a light control menu to toggle the state of various lights in GTA V. Use /lcmenu command to access the menu.
Since this is a new feature of RAGEMP, light IDs don't have names/descriptions yet. (Maybe people will document them later, who knows...)
You might also want to check the screenshots for a preview of various light states.
Installing
Download & install the latest NativeUI if you haven't already, this script needs it Drop the lightcontrol folder to your server's client_packages Add require('lightcontrol') to client_packages/index.js All done
Q: "But I still have weird lights/fog around the city buildings?"
See:
395 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; });
394 downloads
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Character Previewer
By MarkCavalli
This resource will help work with player clothes. I hope, someone will add all clothes screens to wiki 😀
360 downloads
(1 review)0 comments
Updated
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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.
354 downloads
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Courier
By rootcause
Requirements
You need to download & install these resources first:
NativeUI Efficient Attachment Sync
Currency API (after installing, define a currency named cash)
Installing
Put the files you downloaded in their respective places Set up some businesses and products (read below) All done
Basically
This script adds factories and buyers which sell and buy products, your job is to buy stuff from factories and sell them to buyers for profit.
Commands
/products: Accesses a vehicle's product inventory, you have to be at the back of the vehicle.
/takeproduct: Takes a product from the ground/factory.
/dropproduct: Drops a product from your hands to the ground/buyer.
JSON Files
Most of the changes are done by editing JSON files located in packages/courier/json/.
Remember to validate your changes here: https://jsonlint.com/
config.json
businessWorkInterval: Interval of the business work timer (used for factories to make product and buyers to sell product), default value is 60000.
worldCleanerInterval: Interval of the world cleaner timer (used for removing dropped products), default value is 60000.
droppedProductLife: Milliseconds a dropped product will stay for, default value is 600000.
dropProductOnDeath: If true, dying will cause players to drop the product they're carrying, default value is true.
dropProductOnDisconnect: If true, leaving the server will cause the players to drop the product they're carrying, default value is true.
vehicles.json
This file contains an object that keeps which vehicles are supported by this script in modelName: capacity format. (Vehicles List)
{ "burrito3": 6, // 6 products for burrito3 "rumpo": 6, // 6 products for rumpo "speedo": 4, // 4 products for speedo "youga": 4 // 4 products for youga }
products.json
This file contains the product information in object of objects format. A product has name, model, price, profit, businessTime, attachOffset and attachRotation properties.
name: The product's visible name.
model: Model name of the product, used for dropping and attaching.
price: Price of the product.
profit: Profit rate of the product. Price is multiplied by this value while selling products to a buyer.
businessTime: Milliseconds it takes for a factory to create one of this product/for a buyer to sell one of this product.
attachOffset: Attachment offset of the product model on player.
attachRotation: Attachment rotation of the product model on player.
// Example: Ammunition product "ammo": { "name": "Ammunition", "model": "gr_prop_gr_bulletscrate_01a", "price": 300, "profit": 1.2, "businessTime": 600000, "attachOffset": { "x": 0, "y": -0.18, "z": -0.18 }, "attachRotation": { "x": 0, "y": 0, "z": 0 } }
businesses.json
This file contains business information in array of objects format. A business has type, productType, initialStock, maxStock and position properties.
type: Business type, only factory and buyer are available.
productType: The product this business is interested in, only the values in products.json are available.
initialStock: How much product this business has on server start.
maxStock: Maximum product this business can have.
position: Location of the business.
// Example: Beer Factory & Buyer used in the video [ { "type": "factory", "productType": "beer", "initialStock": 100, "maxStock": 100, "position": { "x": 4.168992519378662, "y": 12.795921325683594, "z": 69.82928466796875 } }, { "type": "buyer", "productType": "beer", "initialStock": 0, "maxStock": 20, "position": { "x": 29.61789321899414, "y": 5.448328018188477, "z": 69.10714721679688 } } ]
businessTypes.json
This file contains business type information in object of objects format. You probably don't need to make any changes to this file, unless you want to add new business types. (which needs some scripting as well)
A business type has label and blipSprite properties.
label: Visible name, used for blip name and label.
blipSprite: Blip sprite of the business type. (Blip Sprite List)
// Example: Default business types { "factory": { "label": "Factory", "blipSprite": 615 }, "buyer": { "label": "Buyer", "blipSprite": 616 } }
Extensions
This script extends mp.Player and mp.Vehicle.
Player Functions
// Returns true if the player is carrying a product. player.isCarryingProduct(); // Returns the type of product the player is carrying, will be null if the player isn't carrying anything. player.getCarryingProduct(); // Makes the player start carrying a product. Type should be a valid product type and the player shouldn't be carrying a product, or it won't work. player.startCarryingProduct(type); // Makes the player stop carrying a product. player.stopCarryingProduct();
Vehicle Functions
IMPORTANT: Vehicles with models that are in vehicles.json automatically get an inventory when entityCreated event is called, so you don't need to use setProductInventory for them. (Unless you want to be 100% sure they have it)
// Sets the product inventory of a vehicle. newInventory must be an array created by the array constructor like "new Array(8)". vehicle.setProductInventory(newInventory); // Returns true if the vehicle has a product inventory. vehicle.hasProductInventory(); // Returns the product inventory of the vehicle, will be null if the vehicle doesn't have one. vehicle.getProductInventory(); // Adds a product to the vehicle product inventory, index must not have an item already and index must be within the bounds of product inventory array. Returns true if successful, false otherwise. vehicle.giveProduct(index, productType); // Returns the product at the specified index of vehicle product inventory, will be null if index doesn't have a product. vehicle.getProduct(index); // Removes the product at the specified index of vehicle product inventory. Returns true if successful, false otherwise. vehicle.removeProduct(index);
Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-courier
353 downloads
(5 reviews)0 comments
Submitted
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Player Scoreboard + Health & Armour
This is a Complete Script for Scoreboard.
add the file "client_packages" in main folder.
you can open / close the scoreboard with f10
made by CommanderDonkey & ByTropical
339 downloads
- Scoreboard
- Health
- (and 3 more)
(0 reviews)0 comments
Updated
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Blackout
By rootcause
This resource lets you control the blackout feature of GTA V.
Installing
Put the files you downloaded in their respective places Add require('blackout') to client_packages/index.js All done
API
// Serverside (synced to every player) mp.world.blackout.enabled // get mp.world.blackout.enabled = true/false // set // Clientside (only for a client) mp.game.blackout.enabled // get mp.game.blackout.enabled = true/false // set You can also trigger SetBlackoutState event with the first argument being the new state of blackout.
Example
// Toggle blackout mode with /toggleblackout (Serverside) mp.events.addCommand("toggleblackout", (player) => { mp.world.blackout.enabled = !mp.world.blackout.enabled; player.outputChatBox(`Blackout ${mp.world.blackout.enabled ? `enabled` : `disabled`}.`); }); // Toggle blackout mode with F8 key (Clientside) mp.keys.bind(0x77, false, () => { mp.game.blackout.enabled = !mp.game.blackout.enabled; mp.gui.chat.push(`Blackout ${mp.game.blackout.enabled ? `enabled` : `disabled`}.`); });
335 downloads
(1 review)0 comments
Updated
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BanAPI
By rootcause
Ban system that supports temporarily/permanently banning names, social club names, IP addresses and HWIDs.
Installing
Put banapi into your server's packages directory Open banapi/database.js and put your MySQL config All done
API
/* getUnixTimestamp() Returns the current Unix timestamp. */ mp.bans.getUnixTimestamp() /* formatUnixTimestamp(unixTimestamp) Converts a Unix timestamp to "day/month/year hour:minute:second" format. Returns a string. */ mp.bans.formatUnixTimestamp(unixTimestamp) /* add(value, banType, reason, endUnixTimestamp) Adds a ban to the bans table, the ban will be permanent if endUnixTimestamp is -1. You need to provide the value like a player's serial, IP or name. endUnixTimestamp must be seconds, NOT milliseconds. Just use the provided getUnixTimestamp() This won't terminate the banned player's connection. Can be used for offline banning. Returns a promise. */ mp.bans.add(value, banType, reason, endUnixTimestamp) /* banPlayer(playerID, banType, reason, endUnixTimestamp) Bans the specified player, the ban will be permanent if endUnixTimestamp is -1. The script will get the value, you just need to provide a player ID and ban type. endUnixTimestamp must be seconds, NOT milliseconds. Just use the provided getUnixTimestamp() This will terminate the banned player's connection. Returns a promise. */ mp.bans.banPlayer(playerID, banType, reason, endUnixTimestamp) /* getInfo(banID) Gets information about the specified ban ID. Returns a promise. */ mp.bans.getInfo(banID) /* remove(banID) Removes the specified ban ID from the bans table. Returns a promise. */ mp.bans.remove(banID)
Ban Types
0 = Name ban, player's current name will be banned. (player.name property) 1 = Social Club name ban, player's current social club name will be banned. (player.socialClub property) 2 = IP ban, player's current IP address will be banned. (player.ip property) 3 = HWID ban, player's current HWID will be banned. (player.serial property)
Example Commands
/* Usage: /ban 5 0 60 Take a break Will nameban the player ID 5 (if there is a player with ID 5) for 60 minutes with the reason "Take a break". */ mp.events.addCommand("ban", (player, _, target, type, minutes, ...reason) => { target = Number(target); type = Number(type); minutes = Number(minutes); let fullReason = reason.join(' '); let targetPlayer = mp.players.at(target); if (targetPlayer) { mp.bans.banPlayer(targetPlayer.id, type, fullReason, mp.bans.getUnixTimestamp() + (minutes * 60)).then((banID) => { player.outputChatBox(`Banned ${targetPlayer.name} with the reason '${fullReason}' for ${minutes} minutes.`); console.log(`${player.name} banned ${targetPlayer.name} for ${minutes} minutes. (${fullReason}) BanID: ${banID}`); }).catch((err) => { player.outputChatBox(`Error occurred while banning ${targetPlayer.name}.`); player.outputChatBox(`Error: ${err.message}`); }); } else { player.outputChatBox(`No player with the ID ${target} found.`); } }); /* Usage: /baninfo 3 Will show information about ban ID 3 (if it exists) */ mp.events.addCommand("baninfo", (player, banID) => { banID = Number(banID); mp.bans.getInfo(banID).then((banInfo) => { if (banInfo) { player.outputChatBox(`Ban Information (BanID ${banInfo.ID})`); player.outputChatBox(`Type: ${banInfo.Type}`); player.outputChatBox(`Value: ${banInfo.Value}`); player.outputChatBox(`Reason: ${banInfo.Reason}`); player.outputChatBox(`Is Permanent: ${banInfo.LiftTimestamp == -1}`); if (banInfo.LiftTimestamp > -1) player.outputChatBox(`Ends: ${mp.bans.formatUnixTimestamp(banInfo.LiftTimestamp)}`); } else { player.outputChatBox(`BanID ${banID} expired or doesn't exist.`); } }).catch((err) => { player.outputChatBox(`Error occurred while getting BanID ${banID}.`); player.outputChatBox(`Error: ${err.message}`); }); }); /* Usage: /removeban 5 Will remove the ban with specified ID (if it exists) */ mp.events.addCommand("removeban", (player, banID) => { banID = Number(banID); mp.bans.remove(banID).then((success) => { if (success) { player.outputChatBox(`BanID ${banID} is now history...`); } else { player.outputChatBox(`Couldn't remove BanID ${banID}, probably expired or doesn't exist.`); } }).catch((err) => { player.outputChatBox(`Error occurred while removing BanID ${banID}.`); player.outputChatBox(`Error: ${err.message}`); }); });
Notes
This script will handle banned players when they join. (kick if they're still banned, remove ban if their ban expired) Don't use JS timestamps as they are milliseconds, use the provided mp.bans.getUnixTimestamp()
329 downloads
(1 review)0 comments
Submitted
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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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Shortcuts (Animations) on Numpad
By SnillocTV
Load this Variables on Login:
gm.mysql.handle.query("SELECT * FROM shortcuts WHERE charId = ?", [player.data.charId], 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; }); } });
Contact:
You can Contact me on Discord for Questions. https://discord.gg/epD7fsv
I can make Scripts for you write me on Discord please German my english is so Bad : SnillocTV
323 downloads
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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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Moods
By rootcause
This resource lets players choose their mood. Selected mood is synced to other players.
Installing
Put the files you downloaded in their respective places Download & install NativeUI if you haven't yet, this script needs it Add require('moods') to client_packages/index.js All done Controls
F7 Key - Show/hide mood menu.
303 downloads
(5 reviews)0 comments
Updated
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[v0.3.5] Implementing Custom NameTags
By heyMad
Hi everyone!
In need of a custom script for a Custom NameTag, I found the @hartority script, however, it was an outdated project and it had been made for version 0.2 of RageMP, with some references already removed, well, I bring you today the corrected code.
Requirements:
RageMP server files. Nothing more! Just have fun. Introduction: This script is a reliable edition of the one produced by @hartority with only a few references to the RageMP library, so all code is credit @hartority. Let's start: 1. Go to "client_packages" folder in "RAGEMP/server-files" directory, usually: 2. Create a JavaScript archive (.js) named "customtag.js", example:
3. Inside the "customtag.js" paste this code:
4. Save "customtag.js" file, and open "index.js" in "C:\RAGEMP\server-files\client_packages" directory and put this:
End! Just test it and tell me if something goes wrong
Usage example:
The original code topic of @hartority:
Thanks for all feedbacks,
mad
thanks @hartority for your commitment
if you do not authorize this topic, please let me know
297 downloads
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[SCALEFORM] Chat
By Captien
This resource introduces the known chat scaleform from GTA:O. This chat supports (TEAM, LOCAL, GLOBAL) chats.
CONTROLS:
T (GLOBAL chat) Y (TEAM chat) U (LOCAL chat) PAGE_UP (Scroll history up) works only when input is opened PAGE_DOWN (Scroll history down) works only when input is opened Known Issues:
Message colors aren't supported due to scaleform Other languages than ENGLISH isn't supported (Might be supported in future)
API:
Client-side API
// Client side // Property getter/setter Boolean (Disables/Enables chat input) mp.gui.chat.disabledInput = true; mp.gui.chat.disabledInput // Property getter Boolean (Check if chat is open) mp.gui.chat.enabled; // Function to clear localPlayer's chat feed mp.gui.chat.clear(); // Trigger chat's visibility (visible: Boolean); mp.gui.chat.visible(visible); /* * msg: string * scope: string (message's scope (Author [scope] msg)) * author: string (Default: [SERVER]) * authorColor: int hudColorID (https://wiki.rage.mp/index.php?title=Fonts_and_Colors) (Default: white) */ mp.gui.chat.sendMessage(msg, scope, author, authorColor); /* * Registers command locally for client. * name: string (command name) * arg1: command's arguement */ mp.gui.chat.addCommand(name, function (arg1, arg2) { // do whatever... }); /* * Removes command locally for client. * name: string (command name) */ mp.gui.chat.removeCommand(name); Server-side API
/* * Sends message to all players in server * msg: string * scope: string (message's scope (Author [scope] msg)) * author: string (Default: [SERVER]) * authorColor: int hudColorID (https://wiki.rage.mp/index.php?title=Fonts_and_Colors) (Default: white) */ mp.players.announce(msg, scope, author, authorColor); /* * Sends messaage to all players in specified dimension * dimension: int * msg: string * scope: string (message's scope (Author [scope] msg)) * author: string (Default: [SERVER]) * authorColor: int hudColorID (https://wiki.rage.mp/index.php?title=Fonts_and_Colors) (Default: white) */ mp.players.announceInDimension(dimension, msg, scope, author, authorColor); /* * Sends messaage to all players in specified dimension * position: Vector3 * range: int * msg: string * scope: string (message's scope (Author [scope] msg)) * author: string (Default: [SERVER]) * authorColor: int hudColorID (https://wiki.rage.mp/index.php?title=Fonts_and_Colors) (Default: white) */ mp.players.announceInRange(position, range, msg, scope, author, authorColor); /* * Registers commands in chat * name: string (command name) * player: command executer * arg1: Arguement after command */ mp.events.addChatCommand(name, function (player, arg1, arg2) { // Do what you want... }); /* * Removes command from server * name: string (command name) */ mp.events.removeChatCommand(name); /* * Sends message to all players in server * msg: string * scope: string (message's scope (Author [scope] msg)) * author: string (Default: [SERVER]) * authorColor: int hudColorID (https://wiki.rage.mp/index.php?title=Fonts_and_Colors) (Default: white) */ player.sendChatMessage(msg, scope, author, authorColor); // Clears player's chat player.clearChat(); Teams resource is supported.
If you have any issues don't hesitate to contact me on Discord/Forums DM.
You're not allowed to redistribute this resource without my permission.
296 downloads
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