139 files

  1. Vehicle Manager

    Vehicle Manager is a easy to use device to manage your vehicle easily. Control your doors, lights, Auto-seat belts, engine, and much more with one click.
    Usage:
    Press B to open/close the Manager. Click any button you want to control the vehicle.  

    1196 downloads

       (2 reviews)

    2 comments

    Submitted

  2. Character Previewer

    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

  3. Headshots

    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

  4. Vehicle F/G keys entering

    A ~20 lines client-side script to enable vehicle entering using F/G keys. Radius, max vehicle speed to enter and keys are customizable. This script doesn't search the nearest passenger seat, but the first empty (since it's just an example of how to do that at all and show that it really was customizable).

    1393 downloads

       (5 reviews)

    4 comments

    Updated

  5. AwardAPI

    This script lets you create awards/achievements and give them to players.
     
    Installing
    Put the files you downloaded in their respective places Add require('awards') to client_packages/index.js Open packages/awards/database.js and put your MySQL config All done  
    API - Exported
    You need to load awards/api.js in your script with using require() for these.
    /* awardDefinitions object contains all defined awards. Keys of this object are valid award IDs. */ awardDefinitions /* Defines an award. Awards can be single or multi tier depending on what you send to requiredProgress. If you send an array of numbers, it will be a multi tier award. (then tierColor must be an array of numbers too, tierColors length being the same as equiredProgress length) If you send a single number, it will be a single tier award. (then tierColor must be a single number too) Check out https://wiki.rage.mp/index.php?title=Fonts_and_Colors#HUD_Colors for tierColors values. (107, 108, 109, 110 are great) You can search for mpawards in OpenIV/CodeWalker Explorer for txdLib and txdName, or send an empty string to txdLib and txdName if you don't want to use an icon. This function returns true if award is created, false otherwise. */ defineAward(ID, name, description, txdLib, txdName, requiredProgress, tierColor) /* Returns the specified award's tier for the specified progress. You must increase the return value by 1 if you want to display it to players. Returns: -2 if award ID is invalid -1 if progress isn't enough for any tier 0 and above if progress is enough for any tier */ calculateAwardTier(awardID, progress) /* Returns the specified award's icon color for the specified tier. Return value will be -1 if award ID is invalid. */ getAwardTierColor(awardID, tier)  
    API - Player
    /* This property contains the award data and should be used for getting values. Keys of this object are the award IDs that player has any progress on. player.awardData[validAwardID] properties: - Progress (number) - Tier (number) - IsComplete (boolean) - CompletionDate (date, null if award isn't complete) */ player.awardData /* Sets the specified award's progress to the specified amount. Returns false if awardID is invalid, true otherwise. */ player.setAwardProgress(awardID, progress) /* Changes the specified award's progress by the specified amount. Returns false if awardID is invalid, true otherwise. */ player.changeAwardProgress(awardID, progress) /* Resets the specified award's progress. Returns false if awardID is invalid or player doesn't have any data about the specified awardID, true otherwise. */ player.resetAwardProgress(awardID) /* Resets all award progress. Doesn't return anything. */ player.resetAllAwardProgress() /* Saves award data. You don't need to add this to your script's playerQuit event because AwardAPI will save data when a player disconnects. */ player.saveAwards()  
    Serverside Events
    /* playerAwardTierChange This event is called when a player's award's tier changes. */ mp.events.add("playerAwardTierChange", (player, awardID, oldTier, newTier) => { // code }); /* playerCompleteAward This event is called when a player completes an award. */ mp.events.add("playerCompleteAward", (player, awardID) => { // code });  
    Example
    This script creates 2 awards (one single tier and one multi tier), progresses them when certain events happen, sends a message to players when one of their awards has a tier change or completion and provides some commands.
    const awardAPI = require("../awards/api"); /* Multi tier award, will be complete when a player dies 1000 times. 1 deaths - tier 1 (bronze) 10 deaths - tier 2 (silver) 100 deaths - tier 3 (gold) 1000 deaths - tier 4 (platinum) */ awardAPI.defineAward("award_unlucky", "Unlucky", "You keep dying, be careful!", "mpawards5", "killmeleeweapons", [1, 10, 100, 1000], [107, 108, 109, 110]); /* Single tier award, will be complete when a player writes something to the chat. */ awardAPI.defineAward("award_chat", "Baby's First Words", "You used the chat.", "", "", 1, 110); // Events mp.events.add({ // Increase player's "award_unlucky" progress by 1 when a player dies. "playerDeath": (player) => { player.changeAwardProgress("award_unlucky", 1); }, // Set player's "award_chat" progress to 1 (since its max. progress is 1) when a player writes something to chat. "playerChat": (player) => { player.setAwardProgress("award_chat", 1); } }); // Commands mp.events.addCommand("howunlucky", (player) => { // example: check if player has any progress for award_unlucky, display a message based on completion if (player.awardData["award_unlucky"]) { if (player.awardData["award_unlucky"].IsComplete) { player.outputChatBox("You're extremely unlucky."); } else { player.outputChatBox(`Not too unlucky, just ${player.awardData["award_unlucky"].Progress} deaths...`); } } else { player.outputChatBox("You're pretty lucky for now."); } }); mp.events.addCommand("setawardprogress", (player, _, awardID, progress) => { // example: "/setawardprogress award_unlucky 1000" will complete "unlucky" achievement player.setAwardProgress(awardID, Number(progress)); }); mp.events.addCommand("changeawardprogress", (player, _, awardID, progress) => { // example: "/changeawardprogress award_unlucky 5" will add 5 progress to "unlucky" achievement player.changeAwardProgress(awardID, Number(progress)); });  

    139 downloads

       (2 reviews)

    0 comments

    Updated

  6. Simple Teams

    Prevents players of the same team shooting eachother.
     
    Installing
    Put teams into your server's client_packages directory, then add require('teams'); to client_packages/index.js.
     
    Using
    It's pretty simple, just set currentTeam shared variable of a player like this:
    // both strings and numbers should work playerEntity.data.currentTeam = whatever; playerEntity.setVariable("currentTeam", whatever); And set currentTeam to null if you want to reset someone's team.
     
    Note
    This resource doesn't prevent all kinds of friendly fire, for example projectile weapons like RPG can hurt teammates, you can still run teammates over with a vehicle etc. You can check if both killer and victim is on the same team and punish the killer, though.

    223 downloads

       (4 reviews)

    0 comments

    Updated

  7. Kill Feed

    Simple kill feed script that displays recent deaths on the server.
     
    Installing
    Put the files you downloaded in their respective places Add require('killfeed') to client_packages/index.js All done  
    Notes
    Even though this is a kill feed script, you can send other messages to players by passing a string (your message) to pushToKillFeed event. The kill feed is located below the ammo counter HUD element. The kill feed displays 5 items (variable: maxKillFeedItems) and will display an item for 30 seconds. (variable: killFeedItemRemoveTime) Not all death reasons are detected but weaponData.json covers most cases. Default kill feed font might not support all characters.

    240 downloads

       (2 reviews)

    1 comment

    Updated

  8. G button for Passenger

    Improved version of already existing passenger script posted by George.
    * Upon pressing G button this script searches for the first closest and free seat in the vehicle. If it finds one it makes player to enter into the seat.

    676 downloads

       (0 reviews)

    3 comments

    Updated

  9. Levels

    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

  10. DialogUI

    Need some dialog menus with 2 buttons, for example to show user your server's rules and 2 buttons, "accept" and "not accept"?
    DialogUI can help you with that!
    Example of using:
    const dialogUILib = require('dialogui'); // Load the library var dialog = new dialogUILib.DialogUI("My Title", ["Row number 1", "Row number 2","Row number 3"], "Left Button", "Right Button"); // Make a new instance of dialogUI. dialog.show(); // Show the dialog Your players use enter and escape keys? DialogUI support them.
    You can know which button is pressed by using the OnDialogResponse client-side event, which have 1 parameter of type Boolean, which indicate if the left button pressed.

    179 downloads

       (0 reviews)

    1 comment

    Submitted

  11. 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.

    1794 downloads

       (2 reviews)

    0 comments

    Submitted

  12. AnimPlayer

    Hi. To begin with, excuse me for my English.
    I share my resource for playing the animation.
    You can find animation on request.
    I wrote it primarily for myself, do not blame me for nothing. Сan anyone need.
    My resource is like Animation Viewer by Hazes but use another base and written in pure js.
    How to install:
    UnZip the file in  server-files. How to use:
    Use ~ or /animplayer to browse gui. /animplayer [request] for find animations coinciding with request. /animplayer  [dist / dist+name] for find animation with id = dist and type = name. /animflag [up/down/number] increase, decrease, or set the flag for animation Use LEFT/RIGHT arrow keys to cycle through (dist) animations. Use CTRL + LEFT/RIGHT arrow keys to cycle through (dist) 100 animations at once. Use SHIFT + LEFT/RIGHT arrow keys to cycle through (dist) 10 animations at once. Use UP/DOWN arrow keys to cycle (name) animations. Use CTRL + UP/DOWN for  increase or decrease flag. Use BACKSPACE to reset the search list. Use SPACE to play animation if you change parameter AnimPlayer.autoPlay in resource GitHub: https://github.com/TurEduard/rage.mp-animplayer

    607 downloads

       (3 reviews)

    2 comments

    Updated

  13. Firing Modes

    This script was originally made by EnforcerZhukov for singleplayer. (you can find it here) All credit goes to him.
    I added extra stuff such as remembering firing mode (until you disconnect) per weapon, safety mode, HUD item and sound effects.
     
    Installing & Using
    Put guncontrol into your server's client_packages directory, then add require('guncontrol'); to index.js. Press F6 key to switch between firing modes.  
    Firing Modes
    Auto: Default GTA shooting. Burst: Shoot 3 bullets every time you fire. (not supported on all weapons) Single: Shoot 1 bullet every time you fire. (not supported on all weapons) Safe: Disables shooting.  
     

    155 downloads

       (1 review)

    0 comments

    Updated

  14. Basic Player Blips

    This resource adds GTAO style player blip/icon to streamed in players. Their icon will be removed when they stream out.
    You can change the color of player blips by setting blipColor using Entity::data or Entity::setVariable on serverside. For a list of blip colors, visit the wiki page about blips.
     
    Installing
    Put playerblips into your server's client_packages directory, then add require('playerblips'); to index.js.
     

    824 downloads

       (5 reviews)

    0 comments

    Updated

  15. BlockVPN

    BlockVPN NodeJS Resource
    Purpose
    Block players from joining if they are on a VPN or proxy.  About
    This resource uses GetIPIntel which is a free service that calls their API with the IP address and returns the likelihood of it being a VPN or proxy. The recommended threshold to block is 0.99 and above; any lower and you may get false positives. Requirements
    request (NodeJS Module) GitHub
    The resource GitHub can be found here.

    110 downloads

       (0 reviews)

    0 comments

    Updated

  16. FireDepartment

    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

       (0 reviews)

    0 comments

    Updated

  17. GTAO Outfits

    This script reads outfits from scriptmetadata.meta and lets you use them in game. There are currently 1382 outfits for both male and female freemode characters.
    Using: /outfit [id]
    Updating scriptmetadata.meta
    scriptmetadata.meta gets more outfits with every update, here's how you can update it:
    OpenIV:
    Go to update\update.rpf\common\data Right click on scriptmetadata.meta Select save content/export Take the extracted file and replace it with the one your server is using CodeWalker RPF Explorer:
    Go to update\update.rpf\common\data Right click on scriptmetadata.meta Select extract raw Take the extracted file and replace it with the one your server is using Notes
    Some outfit IDs might do nothing, ask Rockstar In RAGE version 0.3, drawable IDs above 255 aren't supported so you might have some weird looking outfits. From what I heard this is not a problem in upcoming 0.4. Credits to OpenIV and CodeWalker devs, this script wouldn't be possible without their efforts.

    651 downloads

       (5 reviews)

    0 comments

    Updated

  18. Manage Weather Time

    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

  19. Console commands

    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

  20. 2D Text Edtior

    This script will allow you to quickly and easily work with 2D text in the game.
    Contributions:
    rootcause
    Captien
    micaww
     
    In 1.0.5 update Scale-X and Outline of 2D text doesn't work and idk where's problem, because i can't fix it...

    247 downloads

       (3 reviews)

    2 comments

    Updated

  21. Synced Vehicle Indicators

    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 indicator

    650 downloads

       (3 reviews)

    0 comments

    Updated

  22. Location + Speed Display

    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.

    1052 downloads

       (7 reviews)

    0 comments

    Updated

  23. Money

    Money HUD for RAGE MP.

    617 downloads

       (0 reviews)

    1 comment

    Updated

  24. 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
     

    688 downloads

       (3 reviews)

    1 comment

    Updated

  25. Timer Bars

    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

       (3 reviews)

    1 comment

    Updated