Libraries
59 files
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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: ${JSON.stringify(outfitPropData)}`); } } } });
Notes
If mp.game.invoke fails (trying to get non-DLC item data/invalid params etc.), return value of the function will be null. Most non-DLC items (core GTAV weapons like Pistol, Assault Rifle etc, initial freemode tattoos, initial freemode clothes) are not supported by the natives. Strings returned by the functions (textLabel, componentDesc etc.) are GXT entries. You're supposed to use them with getLabelText or GXT::get.429 downloads
(2 reviews)0 comments
Updated
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Weapon Tint Sync
By rootcause
This resource provides serverside weapon tint API for developers and syncs applied weapon tints.
Installing
Put the files you downloaded in their respective places Add require('weapontints') to client_packages/index.js All done
Serverside API
PRO TIP: Check RAGEMP Wiki for tints.
/** * Sets the tint of the player's specified weapon. * @param {Number} weaponHash The weapon hash. * @param {Number} tintIndex The tint index. * @throws {TypeError} If any of the arguments is not a number. */ player.setWeaponTint(weaponHash, tintIndex); /** * Gets the tint of the player's specified weapon. * @param {Number} weaponHash The weapon hash. * @returns {Number} Tint of the specified weapon. * @throws {TypeError} If weaponHash argument is not a number. */ player.getWeaponTint(weaponHash); /** * Returns an object that contains all weapon tints of the player. Key: weapon hash | Value: tint index * @returns {Object} */ player.getAllWeaponTints(); /** * Resets tints of the player's all weapons. */ player.resetAllWeaponTints();
Example Commands
These are the commands I used while testing this script.
// Example: /settint carbinerifle 3 mp.events.addCommand("settint", (player, _, weapon, tint) => { weapon = mp.joaat(`weapon_${weapon}`); tint = Number(tint); player.setWeaponTint(weapon, tint); }); // Example: /gettint carbinerifle mp.events.addCommand("gettint", (player, _, weapon) => { const weaponHash = mp.joaat(`weapon_${weapon}`); player.outputChatBox(`Tint of ${weapon}: ${player.getWeaponTint(weaponHash)}`); }); mp.events.addCommand("resettints", (player) => { player.resetAllWeaponTints(); });
Notes
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.1255 downloads
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[PHP][Discord] Show Player Count directly in Discord
By Wdoyle
In this file I will get you started on how you can use Discord to show your current player count.
First step is to create an application at:
https://discord.com/developers/applications
Once created click Bot on the left hand side.
Click "Add Bot" and then "Yes, do it!"
Change your Icon to something more pretty
Click "COPY" underneath "Click to reveal token"
Open the file in the ZIP.
Install PHP composer if not already installed.
Run composer require team-reflex/discord-php
Edit the example_rage.php file and change the "Discord Token here" to the token you copied earlier
Change line 17 IP:PORT to your Server IP and Port
When ready run the file with php -q example_rage.php
This script must always be running for it to appear on the Discord member section. Therefore I would recommend running Linux Screen and running the php -q command then detaching the screen to run it in the background.
The script uses the Discord Heartbeat to keep it active within the list. It will also only poll the server after running the heartbeat 5 times which is every 42 seconds.
To set it up with your Discord server you must do the following:
Take the link you were at to setup your bot - it should look like: https://discord.com/developers/applications/IDHERE/bot
Where it says IDHERE - take it and insert it here: https://discord.com/api/oauth2/authorize?client_id=IDHERE&scope=bot&permissions=1
Once this page loads - select your discord server that you are an admin of.
This will authorize your bot to submit to your server.
To make your bot appear at the top of the list, simply create a new permission role called Server
Give it permission to send messages
Set it a nice colour
Drag it to the top of your list
Go to the User that is now in your Member list showing player details and give the role of the server you just created
Have fun!
526 downloads
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[JS] Clientside Polygons API (Dynamic Colshapes!)
By n0minal
I recently needed a polygons library like this for my gamemode to define some companies, houses, gangzones and other kind of establishments boundaries, so I decided to create this resource previously based on abmn's zone manager, but the code was terrible and I decided to rewrite my own from scratch and improving the functionality.
Basically you'll be able to create any kind of colshape you want, without worring about combining colshapes to fit your needs, you can just define the points and the height of the shape and it'll be created easily!
You can set boundaries for houses to move furnitures, for companies to accomplish the job, for mountains in hunting animals scripts and anything else your creativity takes you, just use it!
Demos
https://streamable.com/w7l4h6
https://youtu.be/OxSPcVQrWrY
Advantages
The main advantages of using this resource instead of abmn's are:
These polygons are dynamic, you can modify, move, rotate, basically do anything to the polygon vertices array in real time and it'll work instantaneously, updating the collisions with players. This script is way more optimized and lightweight than the other version. You can choose the color for the lines of the polygon and set them visible or not by just modifying the polygon `visible` property. This script supports different kind of heights for detecting collision (eg.: slopes), it's accurate (may not work as you think it should depending on the slope degree and the polygon height), and supports even colshapes for mountains. You can add more vertex at any time you want to existing polygons, by just pushing a new vector3 position to `polygon.vertices` array.
API Functions
/* Creates a new polygon and return it's instance */ mp.polygons.add(vertices: Vector3Mp[], height: number, options = { visible: false, lineColorRGBA: [255,255,255,255], dimension: 0 }): Polygon /* Removes a polygon */ mp.polygons.remove(polygon: Polygon): void /* Check if a polygon exists */ mp.polygons.exists(polygon: Polygon): boolean /* Check if a position is contained within a given polygon */ mp.polygons.isPositionWithinPolygon(position: Vector3Mp, polygon: Polygon): boolean /* Examples */ // Creating a new polygon const polygon = mp.polygons.add([new mp.Vector3(10, 10, 5), new mp.Vector3(15, 15, 5), new mp.vector3(5, 5, 5)], 10, { visible: false, lineColorRGBA: [255,255,255,255], dimension: 0 }); // Set the polygon lines visible polygon.visible = true; // Modifying a polygon height polygon.height = 100; // Modifying a polygon color (RGBA) polygon.lineColorRGBA = [255, 155, 0, 255]; // Modifying a polygon dimension polygon.dimension = 30; /* Events*/ // Event called when player enter a polygon (clientside) mp.events.add('playerEnterPolygon', (polygon) => mp.gui.chat.push(`You entered the polygon ${polygon.id}!`)); // Event called when the local player leaves a polygon (clientside) mp.events.add('playerLeavePolygon', (polygon) => mp.gui.chat.push(`You left the polygon ${polygon.id}.`)); How to install
Download the zip folder Extract it on your clientside folder Require the index file from the polygons folder. Enjoy it!
See you on the next release!
- n0minal
522 downloads
(5 reviews)0 comments
Updated
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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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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.
If your Server has more than 100 registered players, than you must make a link with my rage.mp profile on your website.
842 downloads
(0 reviews)0 comments
Updated
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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.
If your Server has more than 100 registered players, than you must make a link with my rage.mp profile on your website.
599 downloads
(3 reviews)0 comments
Updated
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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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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
229 downloads
(3 reviews)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
365 downloads
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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
243 downloads
(6 reviews)0 comments
Updated
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Custom Sound CEF
By nns
Simple CEF to play custom mp3's in the background. The CEF autodestroys after the sound has finished to not use our beloved PC resources.
Copy client_packages and packages content in their respective directory, then import them.
You can put your mp3's inside client_packages/Sound/sounds/ and trigger them with their filename. Only mp3 is supported right now, although ogg works as well, it's easily exchangeable and/or extensible to allow for both.
As of right now, you can play a sound with the "/playsound NAME" command. You can use this as you want, this is only a barebones example to show how it works.
I have not experimented when it comes to max sound length / filesize. I'd like to know though
766 downloads
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[TypeScript] Client-Framerate library
This TypeScript library allows you to request the current clientside FPS.
Licensed under the MIT License (see README.md for more info).
Sincerely,
~Vincent
Used icon: https://www.shareicon.net/screen-monitor-93177
295 downloads
- typescript
- fps
- (and 2 more)
(1 review)0 comments
Updated
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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.581 downloads
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[C# Server-Side] Events+Commands at Runtime
By robearded
Github page: https://github.com/robertnisipeanu/ragemp-server-events
ragemp-server-events
OOP Implementation of the RAGEMP server events (so you don't have to use [Command] or [ServerEvent] annotations). It allows you to add event handlers and commands at runtime.
How to use
Copy /client_packages/cs_packages/CustomCommands.cs to your server client resources (server-files/client_packages/cs_packages).
From folder 'server' import Delegates.cs and Events.cs into your server-side project.
Add using robearded; at the top of the files where you want to use my API.
Use Events.*EventName* += EventHandler; to add an event handler and Events.AddCommand("*commandName*", CommandHandler); to add a command handler.
Added events
OnPlayerReady(Client client) -> This event is not available by default on the C# API If any other events will be custom implemented they will be added here ^
Example
You can find an example inside the 'example' folder.
Need help?
Please do not contact me if you didn't followed the above steps, I'm not gonna tell you again the steps in private when you have them here.
If you need any other help, feel free to contact me on Discord at @rumble06#4127 or on RAGE.MP Forums at https://rage.mp/profile/45121-robearded/
92 downloads
(2 reviews)0 comments
Updated
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Shared World Data
By rootcause
If you ever used GTA Network's setWorldSyncedData/SetWorldSharedData, you probably have an idea of what this resource does. If you haven't used those, this resource lets you set variables that will be synced to all clients.
Installing
Put the files you downloaded in their respective places Add require('worlddata') to client_packages/index.js, preferably as the first module you require All done
Using
There isn't much to it, you can do one of these to set shared data:
mp.world.data.myDataKey = myValue; mp.world.data["myDataKey"] = myValue; you can do one of these to get shared data:
mp.world.data.myDataKey mp.world.data["myDataKey"] and you can do one of these to remove shared data:
delete mp.world.data.myDataKey; delete mp.world.data["myDataKey"]; (1.1) now you can do this to set multiple shared data at once, thanks to @kemperrr:
mp.world.setData(updatedObject); // see examples You can use setting/deleting code on clientside as well but it won't affect the data on serverside. If anything your changes will get overriden when myDataKey is updated, so there's no point in using setting/deleting code on clientside.
Events (Clientside)
// worldDataReady is called when the player receives all shared data. mp.events.add("worldDataReady", () => { // Example, print all data keys to chat mp.gui.chat.push(`World data ready! ${Object.keys(mp.world.data).join(",")}`); }); // worldDataChanged is called when shared data changes. mp.events.add("worldDataChanged", (key, oldValue, newValue) => { // Example, show which data key changed with its old and new value mp.gui.chat.push(`World data changed: ${key} | old: ${oldValue} | new: ${newValue}`); }); // worldDataRemoved is called when shared data is removed. mp.events.add("worldDataRemoved", (key) => { // Example, show which data key got removed mp.gui.chat.push(`World data removed: ${key}`); });
Example (Serverside)
let gameSeconds = 0; // Increase gameSeconds every second and update the world data every 5 seconds, for no reason... setInterval(() => { gameSeconds++; if (gameSeconds % 5 === 0) { // You can use mp.world.data["exampleVariable"] as well mp.world.data.exampleVariable = gameSeconds; console.log(`exampleVariable is now ${mp.world.data.exampleVariable}`); } }, 1000); // Will update serverUpdated, serverName, serverWebsite shared data. mp.world.setData({ "serverUpdated": Date.now(), "serverName": "RAGE Multiplayer Server #545" "serverWebsite": "https://rage.mp/" }); Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-world-data
174 downloads
(3 reviews)0 comments
Updated
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rage-progressbar
By nns
rage-progressbar
Very simple Progress Bar to delay event execution.
How to use:
Put the "progress" folder inside "client_packages" into your "client_packages" folder (or wherever you have your client files).
Import the "progress/index.js" in your main "index.js" like it is done in my main "index.js"
You can then create a Progress Bar on the server-side with the following code:
player.call('progress:start', [SECONDS, TASK, DIRECTION, EVENT, PARAMS]);
SECONDS
How many seconds is the Progress Bar running
TASK
String which is displayed inside the progress bar
DIRECTION
Is the event which is called after the bar has finished a server-side or client-side event
EVENT
The event to be called afterwards
PARMS
Additional params to send to the following event
That's pretty much it. Customize it as you want, this is as basic as possible.
"packages/Progress/index.js" contains an example with an example /progress command and a follow-up event.
315 downloads
(1 review)0 comments
Updated
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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
161 downloads
(5 reviews)0 comments
Submitted
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RAGE MP + React
By ynhhoJ
To install all packages, use: yarn install or npm install.
For running this example, use: yarn run start or npm start.
For building project, use: yarn run build or npm run build.
In client_packages is an example of how you can use compiled RAGE MP functions and React.
Credits to Mispon(rage-mp-react-ui) for branch example.
The principal difference between our examples is hot reload and more understandable example of code in my version.
Repo: https://github.com/Corso-Project/RAGE-MP-React-Example
388 downloads
(0 reviews)0 comments
Submitted
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GTA V: Web Fonts
Here is the .woff version of the fonts of GTA 5 i could find on their website.
224 downloads
(1 review)0 comments
Updated
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(0 reviews)
0 comments
Submitted
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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
(3 reviews)0 comments
Submitted
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cefManager
By KifKick
A library to easier manage CEF windows.
Creating a CEF Window
Function is based on Promise because I need this in my own resources. Promise return a CEF window object.
cef window name (string)
url (string)
parameters to exec (array) - take a look on Executing a function into a CEF Window for parameters
cefManager.createCef(cef window name, url, parametersToExec).then(cef => {}) cefManager.createCef('hud', 'package://rage/browsers/hud/index.html').then(cef => {}) Executing a function into a CEF Window
Again function is based on Promise but returns nothing.
cef window name (string)
[function name (string), args how much you need(number, string, boolean etc.)]
cefManager.executeCef(cef window name, [function name, args]).then(() => {}) cefManager.executeCef('hud', ['console.log', mp.players.length]).then(() => {}) Checking if CEF with name exists
cef window name (string)
cefManager.existsCef(cef window name) const exists = cefManager.existsCef('hud') Get CEF window object
cef window name (string)
cefManager.getCef(cef window name) const cef = cefManager.getCef('hud') Get CEF window current URL
cef window name (string)
cefManager.getCurrentCefURL(cef window name) const url = cefManager.getCurrentCefURL('hud') Get CEF window URL which was set in creating CEF window
cef window name (string)
cefManager.getCefURL(cef window name) const url = cefManager.getCefURL('hud') Reload CEF window
Again Promise
cef window name (string)
ignore cache (boolean) - true to ignore cache (Browser::reload)
cefManager.reloadCef(cef window name, ignore cache) cefManager.reloadCef('hud', true).then(() => {})
ps. no support from me for this library, if something works bad fix it.
137 downloads
(0 reviews)0 comments
Updated
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Interactive CEF wheel
By -Andreas
This resource allows you to setup interactive wheels with actions hooked to the slices presented in the pie - all from server-side. Once you have it ready you can display it to the player. It is made possible using the wheelnav.js library by Software Tailoring that eases development of interactive wheels and are highly customizable. I wrote a C# wrapper to control when to display the wheel and hooked server-side actions to each slice in the wheel. This was initially created as a feature for a larger gamemode that will become available at my GitHub later.
My idea was to have one primary wheel from where subwheels could spring from. It is not necessary to create subwheels, but you can simply fill it with slices with actions hooked. The wheel will automatically close and destroy itself when the user releases the designated key that you supply when instantiating the primary wheel. Oh.. and the system also supports icons for the wheels. There's a lot free to use by wheelnav.js but you can also add your own. See the source-code to see how.
How to install
To get started move the GenericWheel-Client folder to your client_packages and ensure you have included the GenericWheel-Client/js/index.js in your own index.js. You'd probably also need to include the server-side files in your namespace.
How to use
1) We first have to instantiate our primary wheel, and we supply it with id 0. The id will be used by subwheels to reference which wheel they will return to.
var wheel = new PrimaryInteractionWheel(0, "My wheel", keyToBind: "c"); 2) Next, create a subwheel by instantiating an InteractionWheel. We then add this subwheel to the list of subwheels on our primary wheel. The primary wheel now knows of the subwheel and will be able to navigate to it.
var extraWheel = new InteractionWheel(1, "Walkingstyle"); wheel.AddSubWheel(extraWheel); 3) Now that we have our primary and subwheel set up we will create two slices for our primary wheel. One will be a simple action slice that takes an Action which will be invoked if the user clicks on the slice. The other slice is used to open subwheels. We supply that slice with the id of our subwheel.
var slices = new List<object>() { new WheelSliceAction("icon.play", () => player.SendChatMessage("You pressed on a play icon slice")), new WheelSliceSubMenu("icon.list", extraWheel.ID) }; wheel.Slices = slices; 4) We will now add a few slices to our subwheel. Notice that we also add a WheelSliceSubMenu to our subwheel itself in order to give the user the opportunity to navigate back to our primary wheel.
var extraSlices = new List<object>() { new WheelSliceAction("Normal", () => player.SetSharedData("walkingStyle", "Normal")), new WheelSliceAction("Brave", () => player.SetSharedData("walkingStyle", "Brave")), }; extraSlices.Add(new WheelSliceSubMenu("icon.arrowleft", wheel.ID)); extraWheel.Slices = extraSlices; 5) Finally we just need to call the display method of our primary wheel to show the user our wheel.
wheel.Display(player);
Demonstration
There's a video demonstration on the GitHub readme for the project.
The source code is available at Github https://github.com/Andreas1331/ragemp-wheelnav
172 downloads
(2 reviews)0 comments
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