Libraries

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  1. NativeUI

    NativeUI for RageMP!
    This can only be used Clientside!
    Documentation: Click
    Github: Click

    1812 downloads

       (9 reviews)

    5 comments

    Updated

  2. Synced Time Progression

    I posted this in the forum, but it is probably better suited here.
     
    This is a very simple script that gives the same time progression experience as single player mode. The source for the time is current GMT time and the calculation rolls this time into an in-game day 24 hour period that lasts 48 minutes (IRL time). Note that as the calculations are based off GMT (and not local time) all clients using this will have the same in game time (dependent on whether their computer's time and timezone is set up correctly).
     
    To use it, simply copy the file somewhere and "require" it in your client_resources script.
     
    There's nothing to configure.
     
    Known Bugs:
    Because the date is not recalculated, it continues to reflect the current real world date regardless of how many in game 24 hour periods there are within the game.

    90 downloads

       (1 review)

    0 comments

    Updated

  3. [C++] L5RP Framework

    I wish to share this framework for ragempcppsdk, that L5RP team has created while we were developing for ragemp. Using C++ for serverside
    This framework worth both on Windows and on Linux operating systems. (Haven't tested it on mac OS).
    This framework contains some additional util features which are not present in cppsdk by default:
    Callable system for parsing command/event/console input/socket input arguments. Script system, which helps developers to split the code into seperate scripts. Some utilities such as Player and Vehicle components to fully utilize script system. Threaded CURL support (Could be used to call api calls in website to load/save server data) Threaded TCP Socket support (Could be used to integrate server with 3rd party applications such as discord bot, live players map and a lot more) (Currently only works on linux) Has been designed with an possibility in mind that rage-mp could die and scripts code could be lifted to other modifications. (Of course integration layer would be needed to be developed, but the thing is that once that would be developed scripts code wouldn't need to change at all) Command and Event system. (Currently its done in a bit weird way, where each player has his own set of commands. But Its not really good time for me to go and refactor one of the core parts of the framework) A lot of small utilites that makes developer's life easier whilst developing on cppsdk. Some bugfixes which are not present in ragemp. Timer/Promise support. (Promise is the same thing as a timer, but only executes once) Threaded Console Input/Output. Console Output being done through spdlog, having different severity levels and being logged into file. Ideas for the future:
    Example gamemode utilizing functions from this framework. Support for multi-language scripts. Some kind of documentation for this framework. In order to download/review this framework please use git: https://gitlab.com/l5rp/l5rp-api
    If you have any suggestions or improvements for this framework feel free to contact me in ragemp discord or in comment section. I'll also be reviewing pull request section from time to time.

    132 downloads

       (2 reviews)

    0 comments

    Updated

  4. Voice Chat

    Hi, my realization voice chat on cef in the RAGE:MP
    Voice working by distance position (noice control), activation F8 (push and talk)
    Installing
    1. Read all .js comments and put code in your gamemode
    2. Prepare security Web Server and start peer js server, generate crt files and put with server in one folder
    3. Change all urls my web project on yours
    For peerjs server, use next package install: npm install fs peer
    P.s, i dont know would be new version that scripts, but if you want himself update and i can upload its here
    Date Build: 22 feb 2018

    410 downloads

       (4 reviews)

    0 comments

    Updated

  5. Custom chat

    This is a simple example of using a custom chat in RAGE MP.
    You can set time of hide chat from chat.js:
    hide_chat: 15000 // in milliseconds  

    464 downloads

       (2 reviews)

    0 comments

    Updated

  6. Native Menu

    Here is an open-source native menu implementation for Rage-MP. (the documentation is not ready)
    https://github.com/BlueDadjun/Native-Menu-RageMP

    159 downloads

       (1 review)

    0 comments

    Updated

  7. Login Window | Design

    Login Window Design 

    179 downloads

       (0 reviews)

    1 comment

    Updated

  8. PayCheck - Popup | Only HTML / CSS Design

    This is a PayCheck - Popup, its only a design. maked with html and css,
    you must script it on your server.

    58 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Input Window | Only HTML / CSS Design

    This is a Input Window, its only a design. maked with html and css,
    you must script it on your server.
    there are more windows for more options inside the html

    36 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Speedometer | Only HTML / CSS Design

    This is a Speedometer, its only a design. maked with html and css,
    you must script it on your server.

    153 downloads

       (2 reviews)

    0 comments

    Submitted

  11. Inventory | Only HTML / CSS Design

    This is a Inventory, its only a design. maked with html and css,
    you must script it on your server.

    101 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Playerinteraction Menu | Only HTML / CSS Design

    This is a Playerinteraction Menu its only a design. maked with html and css,
    you must script it on your server.

    251 downloads

       (0 reviews)

    0 comments

    Submitted

  13. UI | Only HTML / CSS Design

    This is a UI for food, drink, money... its only a design. maked with html and css,
    you must script it on your server.

    246 downloads

       (0 reviews)

    2 comments

    Submitted

  14. Death Screen with Loading | Only HTML / CSS Design

    This is a Death-Screen Loading-Screen, its only a design. maked with html and css,
    you must script it on your server.

    114 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Simple ATM | Only HTML / CSS Design

    This is a ATM Menu, its only a design. maked with html and css,
    you must script it on your server.

    88 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Popup Window | Only HTML / CSS Design

    This is a Popup Window, its only a design. maked with html and css,
    you must script it on your server.

    21 downloads

       (0 reviews)

    0 comments

    Submitted

  17. camerasManager

    This is a tool for using cameras.
    ONLY CLIENTSIDE;
    Using: 
    const camerasManager = require('./camerasManager.js'); //creating camera /** @param {String} - camera name @param {String} - type camera @param {Vector3} - position @param {Vector3} - rotation @param {Number} - fov */ const kemperrr_camera = camerasManager.createCamera('kemperrr_the_best?', 'default', new mp.Vector3(0, 0, 100), new mp.Vector3(), 50); //destroy camera /** @param {Camera} - destroyed camera */ camerasManager.destroyCamera(kemperrr_camera); //get camera by name /** @param {String} camera name */ const kemperrr_camera = camerasManager.getCamera('kemperrr_the_best?'); //activate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, true); //deactivate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, false); //activate with interpolation /** @param {Camera} - camera to activate @param {Vector3} - where the camera will fly @param {Vector3} - New camera rotation @param {Number} - The time for which the camera will fly by @param {Number} - hz @param {Number} - hz */ camerasManager.setActiveCameraWithInterp(kemperrr_camera, new mp.Vector3(100, 200, 100), new mp.Vector3(0, 0, 90), 5000, 0, 0); //get gameplay camera const gameplayCamera = camerasManager.gameplayCam; mp.game.notify(JSON.stringify(gameplayCamera.getDirection())); //get current active camera const activeCamera = camerasManager.activeCamera; mp.game.notify(JSON.stringify(activeCamera.getCoord())); //events //an event is triggered when any camera starts interpolating camerasManager.on('startInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); }); //the event is triggered when any camera has completed interpolation camerasManager.on('stopInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); });

    102 downloads

       (1 review)

    0 comments

    Updated

  18. Login Window | Only HTML / CSS Design

    This is a Login window, its only a design. maked with html and css,
    you must script it on your server.

    160 downloads

       (3 reviews)

    0 comments

    Updated

  19. Ajcom

    Asynchronous Javascript Communication is a module to allow easy communication between server, client and CEF/browser. This module lets you call server handlers from clients (and vice versa) without dealing with adding and managing custom event handlers.
    You can easily call a handler and get your callback called as soon as everything is returned from the handler in a promise like way! Let's see how it works in action:
    // server side const ajcom = require("./ajcom") ajcom.register("getServerName", hCtx => { return mp.config.name }) // client side const ajcom = require("./[package name]/ajcom.js") mp.events.add("guiReady", () => { ajcom.callServer("getServerName").then((ctx, serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) }) That's all! Not convinced yet? See how the above code is done without ajcom:
    // server side mp.events.add("getServerName", (player) => { player.call("gotServerName", [mp.config.name]) }) // client side mp.events.add("gotServerName", (serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) mp.events.add("guiReady", () => { mp.events.callRemote("getServerName") }) See? It eases the event handling mess. But there's a lot more to ajcom. You can easily handle errors happening on handler's side or any of the callbacks, set delays and other stuff. The full documentation is available here
    Please post your questions and issues to the forum post
    Github repo

    46 downloads

       (2 reviews)

    1 comment

    Updated

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