Libraries
59 files
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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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NativeUI
By GamingMaster
NativeUI for RageMP!
This can only be used Clientside!
Documentation: Click
Github: Click
16616 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.581 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.
453 downloads
(3 reviews)0 comments
Updated
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Voice Chat
By Tellarion
Hi, my realization voice chat on cef in the RAGE:MP
Voice working by distance position (noice control), activation F8 (push and talk)
Installing
1. Read all .js comments and put code in your gamemode
2. Prepare security Web Server and start peer js server, generate crt files and put with server in one folder
3. Change all urls my web project on yours
For peerjs server, use next package install: npm install fs peer
P.s, i dont know would be new version that scripts, but if you want himself update and i can upload its here
Date Build: 22 feb 2018
1416 downloads
- voice chat
- vc
- (and 3 more)
(6 reviews)0 comments
Updated
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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
3691 downloads
(5 reviews)0 comments
Updated
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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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camerasManager
By kemperrr
This is a tool for using cameras.
ONLY CLIENTSIDE;
Using:
const camerasManager = require('./camerasManager.js'); //creating camera /** @param {String} - camera name @param {String} - type camera @param {Vector3} - position @param {Vector3} - rotation @param {Number} - fov */ const kemperrr_camera = camerasManager.createCamera('kemperrr_the_best?', 'default', new mp.Vector3(0, 0, 100), new mp.Vector3(), 50); //destroy camera /** @param {Camera} - destroyed camera */ camerasManager.destroyCamera(kemperrr_camera); //get camera by name /** @param {String} camera name */ const kemperrr_camera = camerasManager.getCamera('kemperrr_the_best?'); //activate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, true); //deactivate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, false); //activate with interpolation /** @param {Camera} - camera to activate @param {Vector3} - where the camera will fly @param {Vector3} - New camera rotation @param {Number} - The time for which the camera will fly by @param {Number} - hz @param {Number} - hz */ camerasManager.setActiveCameraWithInterp(kemperrr_camera, new mp.Vector3(100, 200, 100), new mp.Vector3(0, 0, 90), 5000, 0, 0); //get gameplay camera const gameplayCamera = camerasManager.gameplayCam; mp.game.notify(JSON.stringify(gameplayCamera.getDirection())); //get current active camera const activeCamera = camerasManager.activeCamera; mp.game.notify(JSON.stringify(activeCamera.getCoord())); //events //an event is triggered when any camera starts interpolating camerasManager.on('startInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); }); //the event is triggered when any camera has completed interpolation camerasManager.on('stopInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); });
681 downloads
(1 review)0 comments
Updated
