Libraries
59 files
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Zone API
By rootcause
This resource adds 3 functions to the serverside mp.world object that provides zone name and type information.
Serverside API
/** * Returns the name of the area/zone at specified coords, ignores heights. * @param {object} coords An object with "x" and "y" properties. * @return {string} Zone name. */ mp.world.getNameOfZone2D(coords); /** * Returns the name of the area/zone at specified coords. * @param {object} coords An object with "x", "y" and "z" properties, such as mp.Vector3. * @return {string} Zone name. */ mp.world.getNameOfZone3D(coords); /** * Returns the type of the area/zone at specified coords. * @param {object} coords An object with "x" and "y" properties. * @return {string} Zone type, either "city" or "countryside". */ mp.world.getTypeOfZone(coords);
Example
const coords = new mp.Vector3(1823.961, 4708.14, 42.4991); // Grapeseed Bunker console.log(`Name 2D: ${mp.world.getNameOfZone2D(coords)}`); // Expected output: Grapeseed console.log(`Name 3D: ${mp.world.getNameOfZone3D(coords)}`); // Expected output: Grapeseed console.log(`Zone Type: ${mp.world.getTypeOfZone(coords)}`); // Expected output: countryside
Notes
Available on GitHub: https://github.com/root-cause/ragemp-zone-api N.O.O.S.E area returns Tataviam Mountains instead. There might be other areas with inaccuracies, feel free to share a fix in comments/send a pull request.94 downloads
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[DISCONTINUED] Ajcom
By ShrewdSpirit
This library is discontinued and lacks some features. I'm working on a new remote call library which is faster and more secure
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
84 downloads
- module
- communication
- (and 1 more)
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NativeUI Improved
By Kar
Improvements over the previous nativeui:
Added `UIMenuDynamicListItem`. Descriptions are no longer cut off at 99 characters, but now support 99 * 3. `UIMenuListItem` and `UIMenuSliderItem` can now store extra data. Improved description line wrapping. Description caption is now only updated when necessary. Description background is now only updated (recalculated) when necessary. Bettered the position of the left arrow for list items. Added new badges (Sale, Arrows and Voice Icons). Added `Menu.RemoveItem(item: UIMenuItem)`. When binding an item to a menu, automatically add that item if it isn't in the menu items list already. Added `MenuOpen` event when `menu.Visible` is changed. When hovering over the currently selected ListItem's title text, the cursor will be MiddleFinger, just like in the original menus. `GoLeft` and `GoRight` now correctly handles disabled items. Added experimental automated menu pool system (It's a bit effy right now). MENUS ARE NO LONGER SHOWN BY DEFAULT. Added `closeChildren: boolean = false` parameter to `menu.Close()`. An optional parameter specifiing whether or not you want to close all children with the menu. NOTE BRIEFLY:
The description and optimization updates for me saved over 20-30 FPS while a menu is open. You might want to be careful with menu pools right now. I haven't went deep into it but for simple menu pools it works GREAT. `MenuClose` event is NOT emitted when Visible is set to false. This is to allow users to reopen menus at it's same state, for e.g searching through a store. The GitHub will not match the file here. So please download the file from GitHub (dist/index.ts) or compile it yourself.
https://github.com/karscopsandrobbers/RAGEMP-NativeUI
701 downloads
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mp.game.data
By rootcause
This resource adds wrappers for these natives:
GET_TATTOO_SHOP_DLC_ITEM_DATA GET_SHOP_PED_COMPONENT GET_SHOP_PED_PROP GET_DLC_WEAPON_DATA GET_DLC_WEAPON_COMPONENT_DATA GET_PED_HEAD_BLEND_DATA GET_WEAPON_HUD_STATS GET_WEAPON_COMPONENT_HUD_STATS GET_DLC_VEHICLE_DATA GET_SHOP_PED_OUTFIT GET_SHOP_PED_OUTFIT_PROP_VARIANT GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT Before 1.1.0, you couldn't use these natives because they needed pointers to their respective structures but since 1.1 allows developers to use ArrayBuffers, that is no longer a problem. Thing is, you still need to create a buffer, invoke the native and read the data from your buffer. (too much work)
This resource is made to prevent that.
Installing
Put gamedata into your server's client_packages directory, then add require('gamedata'); to client_packages/index.js.
Clientside API
This resource extends "mp.game" by adding a "data" object that contains multiple functions.
/* Returns information about a decoration/tattoo. characterType: * 0 = Michael * 1 = Franklin * 2 = Trevor * 3 = MPMale * 4 = MPFemale decorationIndex: * Decoration/tattoo index between 0 and GET_NUM_TATTOO_SHOP_DLC_ITEMS(characterType). Returned object: * { lockHash, id, collection, preset, cost, eFacing, updateGroup, textLabel } This native was researched & documented by TomGrobbe. (https://github.com/TomGrobbe) */ mp.game.data.getTattooShopDlcItemData(characterType, decorationIndex); /* Returns information about a clothing item. componentHash: * Obtained by GET_HASH_NAME_FOR_COMPONENT. Returned object: * { lockHash, uniqueNameHash, locate, drawableIndex, textureIndex, cost, eCompType, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedComponent(componentHash); /* Returns information about a clothing item. (prop) propHash: * Obtained by GET_HASH_NAME_FOR_PROP. Returned object: * { lockHash, uniqueNameHash, locate, propIndex, textureIndex, cost, eAnchorPoint, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedProp(propHash); /* Returns information about a ped's headblend data. entityOrHandle: * Entity (mp.players.local) or handle (mp.players.local.handle) of the ped you want to get headblend data of. Returned object: * { shapeFirstId, shapeSecondId, shapeThirdId, skinFirstId, skinSecondId, skinThirdId, shapeMix, skinMix, thirdMix, isParent } */ mp.game.data.getPedHeadBlendData(entityOrHandle); /* Returns information about a weapon's HUD stats. weaponHash: * Hash of the weapon you want to get HUD stats of. Returned object: * { hudDamage, hudSpeed, hudCapacity, hudAccuracy, hudRange } */ mp.game.data.getWeaponHudStats(weaponHash); /* Returns information about a weapon component's HUD stats. componentHash: * Hash of the weapon component you want to get HUD stats of. Returned object: * { hudDamage, hudSpeed, hudCapacity, hudAccuracy, hudRange } */ mp.game.data.getWeaponComponentHudStats(componentHash); /* Returns information about a DLC weapon. dlcWeaponIndex: * DLC weapon index between 0 - GET_NUM_DLC_WEAPONS(). Returned object: * { lockHash, weaponHash, id, cost, ammoCost, ammoType, defaultClipSize, textLabel, weaponDesc, weaponTT, weaponUppercase } */ mp.game.data.getDlcWeaponData(dlcWeaponIndex); /* Returns information about a DLC weapon's component. dlcWeaponIndex: * DLC weapon index between 0 - GET_NUM_DLC_WEAPONS(). dlcWeaponComponentIndex: * DLC weapon component index between 0 - GET_NUM_DLC_WEAPON_COMPONENTS(dlcWeaponIndex). Returned object: * { attachBone, isDefault, lockHash, componentHash, id, cost, textLabel, componentDesc } */ mp.game.data.getDlcWeaponComponentData(dlcWeaponIndex, dlcWeaponComponentIndex); /* Returns information about a DLC vehicle. dlcVehicleIndex: * DLC vehicle index between 0 - GET_NUM_DLC_VEHICLES(). Returned object: * { lockHash, modelHash, cost } */ mp.game.data.getDlcVehicleData(dlcVehicleIndex); /* Returns information about an outfit. outfitHash: * uniqueNameHash of the outfit. Returned object: * { lockHash, uniqueNameHash, cost, numProps, numComponents, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedOutfit(outfitHash); /* Returns information about an outfit's component. outfitHash: * uniqueNameHash of the outfit. componentIndex: * index of the outfit's component. Returned object: * { uniqueNameHash, enumValue, eCompType } */ mp.game.data.getShopPedOutfitComponentVariant(outfitHash, componentIndex); /* Returns information about an outfit's prop. outfitHash: * uniqueNameHash of the outfit. propIndex: * index of the outfit's prop. Returned object: * { uniqueNameHash, enumValue, eAnchorPoint } */ mp.game.data.getShopPedOutfitPropVariant(outfitHash, propIndex);
Example Script
Writes bunch of information to the console. (which you can access by pressing F11)
mp.keys.bind(0x75, false, () => { // First freemode male tattoo const tattooData = mp.game.data.getTattooShopDlcItemData(3, 0); if (tattooData) { mp.console.logInfo(`Tattoo data: ${JSON.stringify(tattooData)}`); } // Player's top const component = 11; const componentHash = mp.game.invoke("0x0368B3A838070348", mp.players.local.handle, component, mp.players.local.getDrawableVariation(component), mp.players.local.getTextureVariation(component)); const topData = mp.game.data.getShopPedComponent(componentHash); if (topData) { mp.console.logInfo(`Top data: ${JSON.stringify(topData)}`); } // Player's hat const prop = 0; const propHash = mp.game.invoke("0x5D6160275CAEC8DD", mp.players.local.handle, prop, mp.players.local.getPropIndex(prop), mp.players.local.getPropTextureIndex(prop)); const hatData = mp.game.data.getShopPedProp(propHash); if (hatData) { mp.console.logInfo(`Hat data: ${JSON.stringify(hatData)}`); } // Headblend mp.players.local.setHeadBlendData(21, 2, 0, 21, 2, 0, 0.75, 0.5, 0.0, false); const blendData = mp.game.data.getPedHeadBlendData(mp.players.local.handle); if (blendData) { mp.console.logInfo(`Headblend data: ${JSON.stringify(blendData)}`); } // Current weapon HUD stats const weaponData = mp.game.data.getWeaponHudStats(mp.players.local.weapon); if (weaponData) { mp.console.logInfo(`Current weapon HUD stats: ${JSON.stringify(weaponData)}`); } // COMPONENT_AT_MUZZLE_04 HUD stats const componentData = mp.game.data.getWeaponComponentHudStats(mp.game.joaat("COMPONENT_AT_MUZZLE_04")); if (componentData) { mp.console.logInfo(`Component HUD stats: ${JSON.stringify(componentData)}`); } // DLC weapon data const dlcWeaponIndex = 7; const dlcWeaponData = mp.game.data.getDlcWeaponData(dlcWeaponIndex); if (dlcWeaponData) { mp.console.logInfo(`DLC weapon data: ${JSON.stringify(dlcWeaponData)}`); // First component of weapon const dlcWeaponCompData = mp.game.data.getDlcWeaponComponentData(dlcWeaponIndex, 0); if (dlcWeaponCompData) { mp.console.logInfo(`DLC weapon first component data: ${JSON.stringify(dlcWeaponCompData)}`); } } // DLC vehicle data const dlcVehicleIndex = 21; const dlcVehicleData = mp.game.data.getDlcVehicleData(dlcVehicleIndex); if (dlcVehicleData) { mp.console.logInfo(`DLC vehicle data: ${JSON.stringify(dlcVehicleData)}`); } // Outfit data const outfitHash = mp.game.joaat("DLC_MP_SUM24_M_OUTFIT_0"); // Pizza This... Outfit const outfitData = mp.game.data.getShopPedOutfit(outfitHash); if (outfitData) { mp.console.logInfo(`Outfit data: ${JSON.stringify(outfitData)}`); // First component of outfit if (outfitData.numComponents > 0) { const outfitComponentData = mp.game.data.getShopPedOutfitComponentVariant(outfitHash, 0); if (outfitComponentData) { mp.console.logInfo(`First component of outfit: ${JSON.stringify(outfitComponentData)}`); } } // First prop of outfit if (outfitData.numProps > 0) { const outfitPropData = mp.game.data.getShopPedOutfitPropVariant(outfitHash, 0); if (outfitPropData) { mp.console.logInfo(`First prop of outfit: ${JSON.stringify(outfitPropData)}`); } } } });
Notes
If mp.game.invoke fails (trying to get non-DLC item data/invalid params etc.), return value of the function will be null. Most non-DLC items (core GTAV weapons like Pistol, Assault Rifle etc, initial freemode tattoos, initial freemode clothes) are not supported by the natives. Strings returned by the functions (textLabel, componentDesc etc.) are GXT entries. You're supposed to use them with getLabelText or GXT::get.414 downloads
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Better Clientside Commands
By rootcause
This resource extends clientside mp.events object to make clientside command handling easier, which means no more splitting strings to use with if/else if or switch/case in playerCommand event
Installing
Put mp-commands into your server's client_packages directory, then add require('mp-commands'); to client_packages/index.js.
Clientside API
/** * Adds a clientside command. * @param {string} name Name of the command. * @param {function} handlerFn Function that will run when the command is used. * @throws {TypeError} name argument must be a string. * @throws {TypeError} handlerFn argument must be a function. * @throws {Error} Command with the given name already exists. */ mp.events.addCommand(name, handlerFn); /** * Returns clientside command names. * @return {string[]} */ mp.events.getCommandNames(); /** * Removes a clientside command. * @param {string} name Name of the command to remove. * @return {boolean} */ mp.events.removeCommand(name); /** * Removes all clientside commands. */ mp.events.removeAllCommands(); /** * (v2.0.0) Adds a console command. * @param {string} name Name of the console command. * @param {function} handlerFn Function that will run when the console command is used. * @throws {TypeError} name argument must be a string. * @throws {TypeError} handlerFn argument must be a function. * @throws {Error} Console command with the given name already exists. */ mp.console.addCommand(name, handlerFn); /** * (v2.0.0) Returns console command names. * @return {string[]} */ mp.console.getCommandNames(); /** * (v2.0.0) Removes a console command. * @param {string} name Name of the console command to remove. * @return {boolean} */ mp.console.removeCommand(name); /** * (v2.0.0) Removes all console commands. */ mp.console.removeAllCommands();
Example
/* Looks like it's serverside code but it's not, updates GTA V's cash display. Usage: /updmoney [amount] */ mp.events.addCommand("updmoney", function (amount) { amount = Number(amount); if (!Number.isInteger(amount)) { mp.gui.chat.push("Invalid amount."); return; } mp.game.stats.statSetInt(mp.game.joaat("SP0_TOTAL_CASH"), amount, false); }); mp.events.addCommand("cmds", function () { mp.gui.chat.push(`Commands: ${mp.events.getCommandNames().join(", ")}`); });
Example (Console)
NOTE: Console is a RAGE Multiplayer 1.1 feature, which means code below won't work on stable/prerelease/0.3.7 branch.
// Write "hat 123 0" to the console and press enter to give yourself a cool helmet. mp.console.addCommand("hat", function (drawable, texture = 0) { drawable = Number(drawable); texture = Number(texture); if (!Number.isInteger(drawable) || !Number.isInteger(texture)) { mp.console.logError("Invalid drawable/texture."); return; } if (drawable < 0) { mp.players.local.clearProp(0); } else { mp.players.local.setPropIndex(0, drawable, texture, true); } }); // Write "cmds" to the console to see available console commands. mp.console.addCommand("cmds", function() { mp.console.logInfo(`Console commands: ${mp.console.getCommandNames().join(", ")}`); });
Notes
I recommend loading mp-commands as the first script in client_packages/index.js so the functions become available in other scripts. Command names are case sensitive.1194 downloads
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ZoneManager
By noBrain
RageMP-ZoneManager
A very useful client-side system which let you create four squares or hexagons in any shape like colshapes which support Z axis
GIT REPO
Why i needed something like this
I was creating a traffic system which needed me to be able to check if a guy entered any crossroads and colshapes wasn't the thing i wanted + i wanted to sell farms by their shape and some of them wasn't shaped exaclty foursquare and i needed a little more, so i craeted this script to be able to make those things possible easily.
Features
You can create 4 types of zone which are defined az mp.zones.types in the script. You can loop through your zones and remove them. You can register zones by desired name. You may delete any zone any time. Server-side events also included. It supports Z axis which is still not very clever since it's not a big deal, all i needed was to prevent people to trigger some events from above the ground Have 4 testing functions which let you draw your zone on the map to see how it fits You can now register zones by any vector pointes above 2 Functions (Client-Side)
/* Check if a zone is registered by it's name and it's dimension */ mp.zones.isZoneRegistered(zoneName, dimension) /* Unregister a zone by it's name and dimension */ mp.zones.unRegisterZone(zoneName, dimension) /* Register a zone by a list of vectors, height , zoneName, type, dimension Vectors: an arrayList of vectors depending on the type of the zone you are choosing to create for example if you are creating a 2PointZone all you need is 2 Vectors inside an array which are the starting point and the ending point and you have to pass height as -1 since it's not used in that type of zone if you are creating a 4PointZone you need to have an arrayList of vectors with 4 Vectors inside and height is used this time, same as 4PointZone in 6PointZone you need to pass 6 vectors and the height. Returns ZoneObject (contains name, type, positions, and zone.data [which never used it my self]) */ mp.zones.registerZone(Vectors, height, zoneName, type, dimension) /* Get ZoneObject by it's name and dimension */ mp.zones.getZoneByName(zoneName, dimension) /* Draw a 2PointZone for testing Requires 2 vectors */ mp.zones.drawZoneBy2(startPosition, endPosition) /* Draw a 4PointZone for testing Requires 4 vectors and height */ mp.zones.drawZoneBy4(Vectors, height) /* Draw a 6PointZone for testing Requires 6 vectors and height */ mp.zones.drawZoneBy6(Vectors, height) /* Draw a NPointZone for testing Requires array of vectors and height Unlimited number of points supported by this code */ mp.zones.drawZoneByN(Vectors, height) /* Check whether a point on the map is inside the zone or not */ mp.zones.isPointInZone(point, zoneName, dimension) /* This is a list of registered zone names used for looping through zones */ mp.zones.registered Events (Server-Side/Client-Side)
On client side the player parameter is mostly the local player it self.
/* mp.events.add('ZoneManager_PlayerEnterZone', (player, zoneName) => { //Your Code }) mp.events.add('ZoneManager_PlayerExitZone', (player, zoneName) => { //Your Code }) */ Changelog
4/1/2020 - v0.0.1 - Added support for dimension - Addes support for NPointZone type which let you create zones by any number of points - Changed some functions to support dimensions, if you already used the script you may need to change them - getZoneByName now returns undefined if the zone on the dimension does not exists (this thing existed before but i forgot to mention it before)265 downloads
- Zones
- client-side
- (and 1 more)
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Custom chat
By ynhhoJ
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
3649 downloads
0 comments
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DavWebCreator
By Davidowiz
DavWebCreator
DavWebCreator is a C# class 'library' which provides you the possibility to generate HTML structures with according styles and logic behind each element.
There are already plenty of examples online here: https://DavWebCreator.com
But anyway I will provide you here at least one example 🙂
Compatible with 1.1.0.0
If you want to report a bug or just want some help join my discord: https://discord.gg/JYNDrSh
Preview
Code behind:
[Command("yesno")] public void YesNoDialogExample(Client player) { // Generate the Browser Browser browser = new Browser("YesNoDialog", BrowserType.Custom, BrowserContentAlign.Center, "520px", "100%"); // Create the dialog. (Most of the elements will get a default value) var yesNoDialog = browser.GetYesNoDialog("YES_NO_EXAMPLE", "Character Deletion", "WARNING", "Do you really want to delete your character?", "Yes", "No"); // Customize for example the font size and the margin. yesNoDialog.Card.ContentTitle.FontSize = "30px"; yesNoDialog.Card.Margin = "33% 0 0 0"; // Add to the browser browser.AddYesNoDialog(yesNoDialog); // Finally open the browser for the desire player. browser.OpenBrowser(player); } //This event will be called when a button was clicked. [RemoteEvent("YES_NO_EXAMPLE")] public void YesNoExample(Client player, params object[] args) { if (args == null) return; // This is just a list of reponses. (You can bind for example 3 textboxes to a button and when someone click on that button, all 3 binded textboxes will be in the response, with their hidden values. List<BrowserEventResponse> responses = JsonConvert.DeserializeObject<List<BrowserEventResponse>>(args[0].ToString()); // For some reason we know that a YesNoDialog only gives you one response, because only the clicked button will be returned. BrowserEventResponse buttonResponse = responses[0]; player.SendChatMessage(buttonResponse.Value + " Clicked"); player.SendChatMessage(buttonResponse.HiddenValue + " This is our secret hidden value. e.g. some id"); // Close the browser player.TriggerEvent("CLOSE_BROWSER"); // Do stuff }
Installation
Download the .rar Open the "DavWebCreator_Installation.rar" and open the directory called "DavWebCreator_GetStarted". Open the directory "Server Resources" and Copy and paste the directory "DavWebCreator" in to your"Visual Studio" server project. Go back to the directory called "DavWebCreator_GetStarted". Now open the directory "Client Resources" and Copy and paste the directory "DavWebCreator" in to your "Visual Studio" client project. Your solution should now look like this.
6. Go back to the directory called"DavWebCreator_GetStarted".
7. Now open the directory "Client Frontend" and copy and paste the directory "DavWebCreator" in to your RageMp "client_packages" directory.
This is how it should look now:
Done. Lets start with some examples…
The project stays under the MIT license, feel free to contribute: https://github.com/davidowiz/DavWebBrowser 🙂
Maybe the installation procedure will be improved. But as you all now, time is limited.
Best regards,
Davidowiz
226 downloads
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Attachment Sync (C#)
By JAYT
Source code : https://github.com/J4YT/RAGE-Multiplayer-Attachment-Sync
C# Attachment sync for RAGE Multiplayer Server and Client.
Equivalent for the Efficient Attachment System made by ragempdev and rootcause
https://rage.mp/files/file/144-efficient-attachment-sync
Credits to DasNiels for the server-side Efficient Attachment Sync C#
https://github.com/DasNiels/EfficientAttachmentSyncCSharp
It has only been tested on RAGE Multiplayer 1.1
475 downloads
- Attachment
- Sync
- (and 3 more)
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Texture Variation Sync
By rootcause
Requires RAGE Multiplayer 1.1.0 and above.
This resource adds 2 new functions to mp.Object that provides texture variation sync.
If you don't know the purpose of prop texture variations, you should check out GTA Online's stunt maps/props and yacht styles.
Installing
Put the files you downloaded in their respective places Add require('texturevariation') to client_packages/index.js All done
Serverside API
/** * Sets the texture variation of the object. * @param {number} textureVariation Texture variation index. */ object.setTextureVariation(textureVariation); /** * Returns the texture variation of the object. * @return {number} */ object.getTextureVariation();
Example
This snippet was used during development:
const gamerChair = mp.objects.new("gr_prop_highendchair_gr_01a", new mp.Vector3(-425.517, 1123.620, 325.8544)); gamerChair.setTextureVariation(1); mp.events.addCommand("chaircol", (player, colorIndex) => { colorIndex = Number(colorIndex); if (!Number.isInteger(colorIndex)) { player.outputChatBox("Usage: /chaircol [color index]"); return; } gamerChair.setTextureVariation(colorIndex); }); mp.events.addCommand("spawntube", (player, colorIndex) => { colorIndex = Number(colorIndex); if (!Number.isInteger(colorIndex)) { player.outputChatBox("Usage: /spawntube [color index]"); return; } const tube = mp.objects.new("bkr_prop_biker_tube_xxs", player.position); tube.setTextureVariation(colorIndex); });
130 downloads
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MC-RP Object Editor
By Ahmed
This is a public release of the object editor used on the Mafia City Roleplay server.
Usage client-side:
let obj = mp.objects.new(mp.game.joaat(model), new mp.Vector3(position.x, position.y, position.z)); mp.events.call('objecteditor:start', obj.id); mp.events.add('objecteditor:finish', (objId, pos, rot) => { if(obj.id == objId) { // send pos and rot to server and save or do whatever. return; } });
Github Link: https://github.com/Ahmad45123/ragemp-objecteditor
391 downloads
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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.
If your Server has more than 100 registered players, than you must make a link with my rage.mp profile on your website.
199 downloads
0 comments
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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.
If your Server has more than 100 registered players, than you must make a link with my rage.mp profile on your website.
1559 downloads
0 comments
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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.
If your Server has more than 100 registered players, than you must make a link with my rage.mp profile on your website.
732 downloads
0 comments
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Fake Pickups
By rootcause
Requires RAGE Multiplayer 1.1.0 and above.
This resource adds the ability to create classic GTA style pickups we all love.
Installing
Put the files you downloaded in their respective places Add require('fake-pickups') to client_packages/index.js All done
Serverside API
Global mp object extension:
// Properties /* Returns the amount of existing pickups. */ mp.fakePickups.length; // Functions /* Creates a pickup. * model - Model name or hash, such as prop_armour_pickup. * position - Position of the pickup, recommended: mp.Vector3 instance * pickupRange - Collection range of the pickup. * respawnTime - Respawn time of the pickup after collection, values less than 1 will disable respawning of the pickup. * dimension - Dimension of the pickup. */ mp.fakePickups.new(model, position, pickupRange, respawnTime, dimension = 0); /* Returns the pickup instance with specified ID. */ mp.fakePickups.at(id); /* Returns whether a pickup with specified ID exists. */ mp.fakePickups.exists(id); /* Returns an array of existing pickups. */ mp.fakePickups.toArray();
FakePickup class:
// Properties /* ID of the pickup, read only. */ instance.id; /* Model hash of the pickup, read only. */ instance.model; /* Position of the pickup, read only. */ instance.position; /* Collection range of the pickup, read only. */ instance.pickupRange; /* Respawn time of the pickup, can be changed. */ instance.respawnTime; /* Light data of the pickup, read only. */ instance.lightData; /* Whether the pickup is collected, read only. */ instance.isCollected; /* Dimension of the pickup, can be changed. */ instance.dimension; // Functions /* Allows you to set light data of the pickup, argument names should be obvious. If you want to remove the pickup's light, use resetLightData instead of this function with weird values. */ instance.setLightData(red, green, blue, range, intensity, shadow); /* Resets light data of the pickup. */ instance.resetLightData(); /* Respawns the pickup. (if collected) */ instance.respawn(); /* Destroys the pickup. */ instance.destroy();
Events:
/* fakePickupSpawn is called when a pickup's prop is created. (Basically when it's created and respawned) */ mp.events.add("fakePickupSpawn", (pickup) => { // code here }); /* playerCollectFakePickup is called when a player collects a pickup. This event is cancelable. (Check example script) */ mp.events.add("playerCollectFakePickup", (player, pickup, cancel) => { // code here });
Example Script
// setLightData calls are optional and you don't have to use them, just makes the pickups stand out at night time. const moneyPickup = mp.fakePickups.new("ex_prop_exec_cashpile", new mp.Vector3(1571.681, 3163.909, 40.331), 1.0, 5000); moneyPickup.setLightData(114, 204, 114, 2.0, 2.5, 15.0); const healthPickup = mp.fakePickups.new("prop_ld_health_pack", new mp.Vector3(1568.648, 3166.397, 40.331), 1.0, 5000); healthPickup.setLightData(53, 154, 71, 2.0, 2.5, 15.0); const armorPickup = mp.fakePickups.new("prop_armour_pickup", new mp.Vector3(1567.359, 3169.639, 40.331), 1.0, 5000); armorPickup.setLightData(93, 182, 229, 2.0, 2.5, 15.0); const weaponPickup = mp.fakePickups.new("w_mg_combatmg", new mp.Vector3(1569.465, 3172.773, 40.331), 1.0, 5000); weaponPickup.setLightData(255, 133, 85, 2.0, 2.5, 15.0); // You're better off using custom properties with your pickup instance, this code is for testing purposes. mp.events.add("playerCollectFakePickup", (player, pickup, cancel) => { if (pickup === moneyPickup) { player.outputChatBox("You picked up some money."); } else if (pickup === healthPickup) { if (player.health >= 75) { player.outputChatBox("You're just fine, no need to waste a health pack."); // Doing cancel.cancel = true; prevents the pickup from being marked as collected. cancel.cancel = true; return; } player.health = 100; player.outputChatBox("Health refilled."); } else if (pickup === armorPickup) { if (player.armour > 0) { player.outputChatBox("You already have armor."); // Doing cancel.cancel = true; prevents the pickup from being marked as collected. cancel.cancel = true; return; } player.armour = 100; player.outputChatBox("You picked up some armor."); } else if (pickup === weaponPickup) { player.giveWeapon(mp.joaat("weapon_combatmg"), 9999); player.outputChatBox("You picked up Combat MG."); } }); mp.events.add("fakePickupSpawn", (pickup) => { switch (pickup.model) { case mp.joaat("ex_prop_exec_cashpile"): mp.players.broadcast("The money pickup has respawned."); break; case mp.joaat("prop_ld_health_pack"): mp.players.broadcast("The health pickup has respawned."); break; case mp.joaat("prop_armour_pickup"): mp.players.broadcast("The body armor pickup has respawned."); break; case mp.joaat("w_mg_combatmg"): mp.players.broadcast("The Combat MG pickup has respawned."); break; } });
Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-fake-pickups
242 downloads
0 comments
Updated
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Timer Bars 2
By rootcause
Timer Bars 2 is a complete rewrite of my old Timer Bars resource. It's not backwards compatible, meaning you'll need to update your existing timerbar code if you want to switch to this resource.
Changes
Now requires RAGE Multiplayer 1.1.0 and above Now using offsets, sizes and logic from alexguirre's RAGENativeUI. It really is a great project and deserves some GitHub stars, check it out. OOP approach Probably a bit more efficient Definitely more pleasing to look at
Clientside API
You can access the API by loading timerbars into a variable:
const timerBarPool = require("timerbars");
timerbars/index.js exports these functions:
// Adds timerbars into the internal timerbar pool. Values sent to this function must be an instance of TimerBarBase or they'll be ignored. add(...args); // Returns whether the internal timerbar pool has specified timerbar. has(timerBar); // Removes the specified timerbar from the internal timerbar pool. If you added the same timerbar multiple times, you'll need to use this function multiple times. remove(timerBar); // Empties the internal timerbar pool. clear();
Timer Bars
TimerBarBase
This is the base class for other timer bar classes, not really useful on its own since it just draws the title and background. You can inherit from this class to implement your own timer bar designs.
/* Constructor */ new TimerBarBase(title); /* Properties */ // Title (left text) of the timer bar. Accepts and returns a string. title // Color of the timer bar's title. Accepts HUD color IDs or RGBA array, returns RGBA array. titleColor // Highlight color of the timer bar. Accepts HUD color IDs or RGBA array. Returns null if a highlight color isn't set and RGBA array otherwise. highlightColor /* Functions */ // Calls mp.game.gxt.reset on the internal GXT entries. Should be used if you're going to stop using a timer bar completely. resetGxt()
TextTimerBar
This is the timer bar with a title and a text.
/* Constructor */ new TextTimerBar(title, text); /* Properties */ // Inherited from TimerBarBase title titleColor highlightColor // Label (right text) of the timer bar. Accepts and returns a string. text // Color of the timer bar's label. Accepts HUD color IDs or RGBA array, returns RGBA array. textColor // Color of the timer bar's label and title, accepts HUD color IDs or RGBA array. No return value since it's just a setter. color /* Functions */ // Inherited from TimerBarBase resetGxt()
PlayerTimerBar
This is the timer bar with a title and a text, except the title is styled to be like GTA Online's player name display.
/* Constructor */ new PlayerTimerBar(title, text); /* Properties */ // Inherited from TimerBarBase title titleColor highlightColor // Inherited from TextTimerBar text textColor color /* Functions */ // Inherited from TimerBarBase resetGxt()
BarTimerBar
This is the timer bar with a title and a progress bar.
/* Constructor */ new BarTimerBar(title, progress); /* Properties */ // Inherited from TimerBarBase title titleColor highlightColor // Progress of the timer bar. Accepts and returns a number between 0.0 and 1.0. progress // Background color of the progress bar. Accepts HUD color IDs or RGBA array, returns RGBA array. backgroundColor // Foreground color of the progress bar. Accepts HUD color IDs or RGBA array, returns RGBA array. foregroundColor /* Functions */ // Inherited from TimerBarBase resetGxt()
CheckpointTimerBar
This is the timer bar with a title and a bunch of circles.
/* Constructor */ new CheckpointTimerBar(title, numCheckpoints); /* Static properties */ CheckpointTimerBar.state = { inProgress: 0, completed: 1, failed: 2 }; /* Properties */ // Inherited from TimerBarBase title titleColor highlightColor // The amount of checkpoints of the timer bar. Read only, returns a number. numCheckpoints // Color of the checkpoints with the state "completed". Accepts HUD color IDs or RGBA array, returns RGBA array. color // Color of the checkpoints with the state "inProgress". Accepts HUD color IDs or RGBA array, returns RGBA array. inProgressColor // Color of the checkpoints with the state "failed". Accepts HUD color IDs or RGBA array, returns RGBA array. failedColor /* Functions */ // Inherited from TimerBarBase resetGxt() // Sets a specified checkpoint's state, checkpoint indices start from 0 and go up to numCheckpoints - 1. Refer to static properties section for newState values. setCheckpointState(index, newState); // Sets all checkpoints state of the timer bar. Refer to static properties section for newState values. setAllCheckpointsState(newState); Check the wiki for HUD colors: https://wiki.rage.mp/index.php?title=Fonts_and_Colors#HUD_Colors
Example
Creating the timerbars in the screenshot:
const timerBarPool = require("timerbars"); const TextTimerBar = require("timerbars/classes/TextTimerBar"); const PlayerTimerBar = require("timerbars/classes/PlayerTimerBar"); const BarTimerBar = require("timerbars/classes/BarTimerBar"); const CheckpointTimerBar = require("timerbars/classes/CheckpointTimerBar"); // Set up text bars const mapTimeBar = new TextTimerBar("MAP TIME", "00:08"); mapTimeBar.textColor = [224, 50, 50, 255]; // or 6 (HUD_COLOUR_RED) mapTimeBar.highlightColor = 8; // HUD_COLOUR_REDDARK const ksBar = new TextTimerBar("KILLSTREAK", "5"); // Set up progress bar const progressBar = new BarTimerBar("CAPTURING", 0.33); // Set up checkpoint bar const checkpointBar = new CheckpointTimerBar("BASES", 5); checkpointBar.color = 18; // HUD_COLOUR_GREEN, or [114, 204, 114, 255] for (let i = 0; i < 3; i++) { checkpointBar.setCheckpointState(i, CheckpointTimerBar.state.completed); } // Set up player bars const playerBars = [ new PlayerTimerBar("3rd: PlayerName3", "9 kills"), new PlayerTimerBar("2nd: PlayerName2", "12 kills"), new PlayerTimerBar("1st: AimbotNub", "30 kills") ]; playerBars.forEach((bar, index) => { bar.color = 107 + index; }); // Bars won't be drawn until they are in the timerBarPool, so press F6 to add them mp.keys.bind(0x75 /* F6 */, false, () => { timerBarPool.add(mapTimeBar, ksBar, progressBar, checkpointBar, ...playerBars); }); // ...and press F7 to clear the timerBarPool (or remove them individually with the timerBarPool.remove function) mp.keys.bind(0x76 /* F7 */, false, () => { timerBarPool.clear(); }); // Pressing F8 toggles a loading prompt, which makes the timerbars go up a bit mp.keys.bind(0x77 /* F8 */, false, () => { mp.game.gxt.set("TB_TEST_LOADING", "Preparing next map..."); if (!mp.game.invoke("0xD422FCC5F239A915") /* BUSYSPINNER_IS_ON */) { mp.game.ui.setLoadingPromptTextEntry("TB_TEST_LOADING"); mp.game.ui.showLoadingPrompt(1); } else { mp.game.invoke("0x10D373323E5B9C0D" /* BUSYSPINNER_OFF */); } }); Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-timerbars
359 downloads
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Native Menu
By Blue Dadjun
Here is an open-source native menu implementation for Rage-MP. (the documentation is not ready)
https://github.com/BlueDadjun/Native-Menu-RageMP
744 downloads
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Glowing Players
By rootcause
Requires RAGE Multiplayer 1.1.0 and above.
This resource allows you to apply a glowing effect to players.
Installing
Put the files you downloaded in their respective places Add require('playerglow') to client_packages/index.js All done
API (Serverside)
/** * Sets the glow color of a player. * @param {Number} red * @param {Number} green * @param {Number} blue */ player.setGlowColor(red, green, blue); /** * Gets the glow color of a player. * @return {Object} Glow color, will be null if the player doesn't have one. */ player.getGlowColor(); /** * Disables the glowing effect of a player. */ player.resetGlowColor();
Example
mp.events.addCommand("setglow", (player, _, red, green, blue) => { player.setGlowColor(Number(red), Number(green), Number(blue)); }); mp.events.addCommand("getglow", (player) => { player.outputChatBox(`Current glow color: ${JSON.stringify(player.getGlowColor())}`); }); mp.events.addCommand("resetglow", (player) => { player.resetGlowColor(); });
Notes
The effect is not really noticeable during daytime. If you have glowing players in your stream range and reconnect via F1 menu, their particle effect(s) will stay there until GTAV is restarted. This is because of particle handles being lost during reconnection and since they aren't managed by RAGEMP, they won't get removed.
Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-player-glow
160 downloads
0 comments
Submitted
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Blood VFX
By rootcause
Requires RAGE Multiplayer 1.1.0 and above.
If you ever played the missions "Grass Roots - Michael" and "Grass Roots - Trevor", you'll remember these missions had special particle effects. This resource allows you to use those particle effects on your server.
Installing
Put BloodVfx.js into your server's client_packages directory, then add require('BloodVfx'); to client_packages/index.js.
API (Clientside)
/* This resource adds "bloodVfxMode" property to the mp.game.graphics object. Blood VFX modes: - VFX_MODE_DEFAULT = 0 - VFX_MODE_ALIEN = 1 - VFX_MODE_CLOWN = 2 - Invalid modes will be treated as VFX_MODE_DEFAULT. */ mp.game.graphics.bloodVfxMode
Example
const KEY_F2 = 0x71; const KEY_F3 = 0x72; const KEY_F4 = 0x73; const VFX_MODE_DEFAULT = 0; const VFX_MODE_ALIEN = 1; const VFX_MODE_CLOWN = 2; // Pressing F2 will enable alien blood VFX. mp.keys.bind(KEY_F2, false, () => { mp.game.graphics.bloodVfxMode = VFX_MODE_ALIEN; }); // Pressing F3 will enable clown blood VFX. mp.keys.bind(KEY_F3, false, () => { mp.game.graphics.bloodVfxMode = VFX_MODE_CLOWN; }); // Pressing F4 will disable active blood VFX. mp.keys.bind(KEY_F4, false, () => { mp.game.graphics.bloodVfxMode = VFX_MODE_DEFAULT; });
Notes
RAGEMP does not disable alien/clown blood VFX between sessions. (might change in the future) Meaning if you're playing on serverA that has clown blood VFX enabled and connect to serverB using the F1 menu, you'll still have clown blood VFX.
Source code is available on GitHub Gist in case you don't want to download: https://gist.github.com/root-cause/49e7b1601d531bb4c8ba18489ff6731c
119 downloads
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[C++] L5RP Framework
By Kudze
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.
450 downloads
0 comments
Updated
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RageMP-BigData
By noBrain
RageMP-BigData
This plugin was created for experiment and might not be what you are looking for, this is intended to be used for sending big data to clients in chunks to make the size unlimited for the server owners, this will eliminate original rage-mp events limit and will be as fast as them when being used for small data, but i suggest that you use original ones just in case.
This is still experimental and the way it works might change in a future update
GITHUB LINK : https://github.com/safra36/RageMP-BigData
API
for obvious reasons i made this only to go from server-side to client-side and not client-side to server-side, there is a commented code about this and with a bit of knowlegde you can get it to work but it's not recommended since it will basically flood your server if you have many players so stay of it!
Server-Side Functions
/** Send a big data to a player @param player valid muliplayer player object @param eventName the event which is defined on client-side (just a normal event name) @param DataArray It's an array of data like how player.call works, and it supports all types of data (objects, numbers, strings with no effect on the typing!) @callback dataReceived Optional callback triggers when the data is received in full by the client @param retry Optional param which is true by default, pass false to disable auto retry (this will cause the data to be lost, added by request but don't use it!) */ player.callBig(eventName, DataArray, dataReceived, &retry) /** Send a big data to all players @param eventName the event which is defined on client-side (just a normal event name) @param DataArray It's an array of data like how player.call works, and it supports all types of data (objects, numbers, strings with no effect on the typing! */ mp.players.callBig(eventName, DataArray) /** Set a big shared variable on players @param name name of the data @param data any type of data @callback dataReceived Optinal callback triggers when the data is received in full by the client @param retry Optional param which is true by default, pass false to disable auto retry (this will cause the data to be lost, added by request but don't use it!) */ player.setBigVariable(name, data, dataReceived, &retry) /** Get a previously set shared data on the client @param name name of the data */ player.getBigVariable(name) /** Set a big private data on client which is only set on a certain client, access it on server-side with player.privateData[dataName] You can use player.pdata.name instead from 0.0.3 @param name name of the data @param data any type of data @callback dataReceived Optinal callback triggers when the data is received in full by the client @param retry Optional param which is true by default, pass false to disable auto retry (this will cause the data to be lost, added by request but don't use it!) */ player.setPrivateData(name, data, dataReceived, &retry) /** Delete private data on server-side and client-side @param name name of the data */ player.deletePrivateData(name) Server-Side Variables
/** * Setter * Sets private data on client like setPrivateData but without optional retry * Use with try catch, it can only be set if there is no other pending data on the target name (throw error if there is a pending data) */ player.pdata.dataName = value /** * Getter * Get private data which was set, must be used with await since the data may take time to reach client; */ var data = await player.pdata.dataName; Server-Side Events
/** Detemine if a data has been fully received by the client @param player playerObject which has sent this signal @param id Id of the data sending session @param eventName Name of the even you have been called on the client previously using callBig */ mp.events.add('DataSender:End', (player, id, eventName) => {}) /** This will be called when the sent data was failed (there is an auto retry to put the data on player for sure but see this as a notification) @param id Id of the data sending session @param dataName Name of the data you have been set on the client @param errorCode -1 Means the data could not be parsed on client, -2 means there was some data chunks lost on the send proccess */ mp.events.add('DataSender:Failed', (id, dataName, errorCode) => {}) Client-Side Functions
/** Get a shared variable of a player @param name data name that was set on the player */ player.getBigVariable(name) Client-Side Variables
You can get client private data using mp.players.local.privateData[dataName] Client-Side Events
/** Get notified when a shared data get's updated on server-side @param dataName shared data name @param entityId id of the entity which this it's shared data has been updated (currently it's only a player) @param type get type of entity which is updated (player, object, vehicle, ped but currenly it's only player) @param oldData previously set data if it's forst time then it's undefined @param newData the latest data has been set on this name */ mp.events.addBigDataHandler(dataName, (entityId, type, oldData, newData) => {}) /** Get notified when a shared data get's updated on server-side @param dataName private data name @param oldData previously set data if it's forst time then it's undefined @param newData the latest data has been set on this name */ mp.events.addPrivateDataHandler(dataName, (oldData, newData) => {}) Example (BigData Event Sample)
Server-Side
// Big data is an array of rage-mp cloths (something around 15MB of data) and other ones are regular data (can be big data as well) player.callBig('GetBigData', [BigData, 'Some Other Test Arguments', 3]); Client-Side
mp.events.add('GetBigData', (BigJSONData, args1, argg2) => { mp.gui.chat.push(`Data: ${BigJSONData['Tops']['Male']['NONE'][0].name} - Type: ${typeof(BigJSONData)}`); mp.gui.chat.push(`Data: ${args1} - Type: ${typeof(args1)}`); mp.gui.chat.push(`Data: ${argg2} - Type: ${typeof(argg2)}`); }) Results
Benchmark
Well, the time it takes to transfer the data really depends on player network speed, data chunk size and the size of the data it self. For testing, i sent a very big json file contaning all rage-mp clothing with their torsos and names and prices (which i use on server-side my self), the file is something around 15MB, it took something about ~3s to transfer the whole data to the client, this is a beta version of the library but any help is accepted for optimizations.
Installation
Copy all the files to your packages/client-packages Make sure to add the client-side file to your index.js Enjoy! Known Issues
If your data fails and you set a new data which does not fail, the old data is probably gonna replace the new data over retry
104 downloads
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Synced Time Progression
By Angel
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.576 downloads
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Improved Commands
By rootcause
This resource adds a very flexible command handler for serverside JavaScript.
Installing
Drag and drop the improved-commands folder to your server-files/packages/ folder.
NOTE: The archive also contains a folder named improved-commands-example, it's an example resource so don't install it along with the library.
Features
Command aliases Capture command requests (and cancel them if you want to) Somewhat customizable command not found message (like serverside C#) beforeRun property that lets you do final checks before a command actually runs (see example)
API
Instead of extending the global mp object, I've decided to export CommandEvents and CommandRegistry objects. You can access to the library by doing:
const { CommandEvents, CommandRegistry } = require("../improved-commands");
API Properties
/** * This property is used to toggle the "command not found" message feature. * Default value: false */ CommandRegistry.notFoundMessageEnabled; // get CommandRegistry.notFoundMessageEnabled = bool; // set /** * This property is used to set the "command not found" message. * Default value: "SERVER: Command not found." */ CommandRegistry.notFoundMessage; // get CommandRegistry.notFoundMessage = string; // set
API Functions
/** * Adds a command to the registry. * The command object must contain "name" (string) and "run" (function) properties at the very least. * Optionally, the command object can have "aliases" (array of strings) and "beforeRun" (function, needs to return true for further execution) properties. * Other properties will be collected into an "extra" (object) property, which is useful for storing data on commands. */ CommandRegistry.add(command); /** * Returns all command names, aliases not included. * @return {string[]} */ CommandRegistry.getNames(); /** * Returns all command names with aliases. * @return {string[]} */ CommandRegistry.getNamesWithAliases(); /** * Returns the command object for the specified command name/alias. * @param {string} commandName * @return {Object|undefined} Will be undefined if there is no command with the given name/alias. */ CommandRegistry.find(commandName);
Events
/** * receive * This event is emitted when a player tries to run a command. * @param {mp.Player} player The player who is trying to use the command. * @param {Object} command The command object. * @param {string} fullText All arguments that will be passed to the command, as one string. * @param {string[]} commandArgs All arguments that will be passed to the command. * @param {Object} cancel Whether the execution should be cancelled. Set this object's cancel property to true to stop further processing of the command. */ CommandEvents.on("receive", function (player, command, fullText, commandArgs, cancel) { // your code }); /** * fail * This event is emitted when an error is thrown during command execution. * @param {mp.Player} player The player whose command execution failed. * @param {Object} command The command object. * @param {string} fullText All arguments that were be passed to the command, as one string. * @param {string[]} commandArgs All arguments that were be passed to the command. * @param {Error} error The error that was thrown during command execution. */ CommandEvents.on("fail", function (player, command, fullText, commandArgs, error) { // your code });
Example
const { CommandEvents, CommandRegistry } = require("../improved-commands"); // Should we inform the player when they enter an invalid command? Probably... // Note that commands added with mp.events.addCommand aren't known by this resource so they'll trigger the not found message // This is disabled by default CommandRegistry.notFoundMessageEnabled = true; // Events // Example: Players can't use commands in a vehicle CommandEvents.on("receive", function (player, command, fullText, commandArgs, cancel) { if (player.vehicle) { player.outputChatBox("You cannot use commands in a vehicle."); cancel.cancel = true; } }); // Example: Send a message to the player and print the error to the console on execution failure CommandEvents.on("fail", function (player, command, fullText, commandArgs, error) { player.outputChatBox(`Failed to run command "${command.name}".`); console.error(error.stack || error); }); // Commands // Example: /argtest lorem ipsum dolor sit amet -> results in "You wrote: lorem ipsum dolor sit amet" CommandRegistry.add({ name: "argtest", aliases: ["echo", "combineargs"], beforeRun: function (player, fullText) { if (fullText.length === 0) { player.outputChatBox("No arguments provided."); return false; } return true; }, run: function (player, fullText) { player.outputChatBox(`You wrote: ${fullText}`); } }); // Example: /freemode_male_only -> will only work when player's model is mp_m_freemode_01 CommandRegistry.add({ name: "freemode_male_only", beforeRun: function (player) { return player.model === mp.joaat("mp_m_freemode_01"); }, run: function (player) { player.outputChatBox("Yes, only freemode male can run this command."); } }); // Example: /boom -> will emit "fail" event CommandRegistry.add({ name: "boom", run: function (player) { throw new Error("error thrown"); } }); // Properties that aren't named "name", "aliases", "beforeRun" or "run" will be collected into the "extra" property // Example: /getweapon weapon_carbinerifle 500 -> will only work when player's adminLevel property value is equal to or higher than cmdAdminLevel extra property CommandRegistry.add({ name: "getweapon", aliases: ["giveweapon"], // You can access this property in handlers by using "this.extra.cmdAdminLevel" if the handlers are regular functions (meaning it doesn't work with arrow functions!) cmdAdminLevel: 5, beforeRun: function (player) { return player.adminLevel >= this.extra.cmdAdminLevel; }, run: function (player, fullText, weaponName, ammo = 9999) { // You can do this in beforeRun as well (see argtest example) if (!weaponName || weaponName.length === 0) { player.outputChatBox("Syntax: /getweapon [name]"); return; } player.giveWeapon(mp.joaat(weaponName), Number(ammo)); player.outputChatBox(`Gave yourself ${weaponName} with ${ammo} ammo.`); } }); // Example: Extra property #2 CommandRegistry.add({ name: "count_runs", // You can access this property in handlers by using "this.extra.timesRan" if the handlers are regular functions (meaning it doesn't work with arrow functions!) timesRan: 0, beforeRun: function (player) { player.outputChatBox(`This command was used ${this.extra.timesRan} time(s).`); return true; }, run: function (player) { this.extra.timesRan++; player.outputChatBox(`Now it's used ${this.extra.timesRan} time(s).`); } }); // Example: List all commands CommandRegistry.add({ name: "commands", aliases: ["cmds"], run: function (player) { const commands = CommandRegistry.getNamesWithAliases(); commands.sort(); player.outputChatBox(`Commands: ${commands.join(", ")}`); } }); // Example: Async beforeRun (v1.1 and above) // Important: You should check if player object is still valid by mp.players.exists(player) after awaiting // sleep function can be found here: https://stackoverflow.com/a/39914235 CommandRegistry.add({ name: "async", beforeRun: async function (player) { // Getting data from slow API await sleep(5000); const result = Math.random() < 0.5; if (result) { player.outputChatBox("You're allowed..."); } else { player.outputChatBox("You're not allowed..."); } return result; }, run: async function (player) { // Getting data from slow API again await sleep(2000); if (Math.random() < 0.5) { player.outputChatBox("You waited for nothing!"); } else { throw new Error("Failed so bad it caused an error"); // should emit fail } } });
Notes
This resource does not know about commands added with mp.events.addCommand or C# commands. Meaning if you're using the command not found message feature, addCommand and C# commands will also result in command not found message. Commands are case insensitive. Also on GitHub: https://github.com/root-cause/ragemp-improved-commands294 downloads
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Weapon Component Sync
By rootcause
This resource provides serverside weapon component API for developers and syncs applied weapon components.
Installing
Put the files you downloaded in their respective places Add require('weaponcomponents') to client_packages/index.js All done
Serverside API
PRO TIP: Check RAGEMP Wiki or my weapon data resource for component names/hashes.
/** * Adds the specified component to the player's specified weapon. * @param {Number} weaponHash The weapon's hash. * @param {Number} componentHash The component's hash. * @throws {TypeError} If any of the arguments is not a number. */ player.giveWeaponComponent(weaponHash, componentHash); /** * Returns whether the player's specified weapon has the specified component or not. * @param {Number} weaponHash The weapon's hash. * @param {Number} componentHash The component's hash. * @returns {Boolean} * @throws {TypeError} If any of the arguments is not a number. */ player.hasWeaponComponent(weaponHash, componentHash); /** * Returns the components of the player's specified weapon. * @param {Number} weaponHash The weapon's hash. * @returns {Number[]} An array of component hashes. * @throws {TypeError} If weaponHash argument is not a number. */ player.getWeaponComponents(weaponHash); /** * Removes the specified component from the player's specified weapon. * @param {Number} weaponHash The weapon's hash. * @param {Number} componentHash The component's hash. * @throws {TypeError} If any of the arguments is not a number. */ player.removeWeaponComponent(weaponHash, componentHash); /** * Removes all components of the player's specified weapon. * @param {Number} weaponHash The weapon's hash. * @throws {TypeError} If weaponHash argument is not a number. */ player.removeAllWeaponComponents(weaponHash); /** * Resets all components of the player's all weapons. */ player.resetAllWeaponComponents();
Example Commands
1) /prosniper and /loudsniper
Use /prosniper to get a sniper rifle with components and use /loudsniper to remove the suppressor.
const sniperHash = mp.joaat("weapon_sniperrifle"); // Will give the player a sniper rifle and components (suppressor, advanced scope and luxury finish) mp.events.addCommand("prosniper", (player) => { player.giveWeapon(sniperHash, 9999); player.giveWeaponComponent(sniperHash, mp.joaat("COMPONENT_AT_AR_SUPP_02")); player.giveWeaponComponent(sniperHash, mp.joaat("COMPONENT_AT_SCOPE_MAX")); player.giveWeaponComponent(sniperHash, mp.joaat("COMPONENT_SNIPERRIFLE_VARMOD_LUXE")); }); // Will remove the suppressor from the player's sniper rifle mp.events.addCommand("loudsniper", (player) => { player.removeWeaponComponent(sniperHash, mp.joaat("COMPONENT_AT_AR_SUPP_02")); });
2) Test commands
These are the commands I used while testing this script.
// /weapon is taken from freeroam gamemode mp.events.addCommand('weapon', (player, _, weaponName) => { if (weaponName.trim().length > 0) player.giveWeapon(mp.joaat(`weapon_${weaponName}`), 9999); else player.outputChatBox(`<b>Command syntax:</b> /weapon [weapon_name]`); }); // Example: /addcomp carbinerifle COMPONENT_CARBINERIFLE_CLIP_03 mp.events.addCommand("addcomp", (player, _, weapon, compName) => { player.giveWeaponComponent(mp.joaat("weapon_" + weapon), mp.joaat(compName)); }); // Example: /remcomp carbinerifle COMPONENT_CARBINERIFLE_CLIP_03 mp.events.addCommand("remcomp", (player, _, weapon, compName) => { player.removeWeaponComponent(mp.joaat("weapon_" + weapon), mp.joaat(compName)); }); // Example: /remallcomps carbinerifle mp.events.addCommand("remallcomps", (player, _, weapon) => { player.removeAllWeaponComponents(mp.joaat("weapon_" + weapon)); }); // Example: /resetcomps mp.events.addCommand("resetcomps", (player) => { player.resetAllWeaponComponents(); });
Notes
Thanks to @ragempdev and @Jaimuzu for their contributions and help during the tests. If there are any reproducible bugs, feel free to report them. This resource will be obsolete after 0.4's weapon attachment/customization API arrives. JS was a mistake.1820 downloads