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Showing content with the highest reputation on 03/08/18 in all areas

  1. Version 2.0

    12991 downloads

    Hello everybody. Some weeks ago i made a post on this forum's spanish section releasing my old gamemode, which I have been porting to RAGE:MP right after the bridge was released for the first time. In the beginning it was only in spanish, so I didn't thought it was a good idea to release to the whole community, as not so many people here speak spanish (I guess) but, after seeing that more people than I had expected downloaded it and also taking the suggestion George made me, I decided to start translating it and also, allowing to be multilanguage in a future. That above is the main reason I'm writing this post, I want to release here my gamemode (even if the link is already in this forum) so all the people using this excelent mod can just start their development with a base gamemode, instead of making it from the scratch. I have to say that it's not 100% ported and translated but I will be working on it in my spare time, meaning this won't be an abandoned project, it will have continuous support and development. Any suggestion for the gamemode, any question or any issue, you can contact me on the forum, sending a PM or posting here. One last thing I have to point out is that I know the gamemode is not documented but please, understand that I can't explain how all the systems inside work, as it's quite big. Anyway in a near future I will be adding some wiki or documentacion explaining briefly its contents and a guide to know the structure maybe.
    1 point
  2. Hello! 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 and you can grab the module from here Github repo Changelog v1.9.6 (2018/3/7) added jsdocs for constructors added separate enums and classes for types used as parameters added noPostback flag added flags for handlers added special handlers (hooks) for server side handlers getting called added the ability to broadcast a call to all or specific clients added cef support added cross side logging fixed calling a handler with triggerDelay not being called fixed data.source and data.target having wrong values change the namespace so that users can use enums and classes v1.1.3 (2018/2/25) added jsdocs changed event handling codes fixed client > client call fixed some possible crashes (fake client calling server) v1.0.0 (2018/2/15): Initial release!
    1 point
  3. While in-game, you can just hit F1 if you plan to join another server, you don't need to go out of the game just to join a new server. So how it currently is, it makes sense that Rage wouldn't still be open cause if you quit the game it's assumed you aren't playing another server.
    1 point
  4. 1 point
  5. Интересно, а что за вид шифрования такой, который используется на сервере Complex для клиентских скриптов? Это же не обычная обфускация. Такое ощущение, что используется какая-то недокументированная функция для дешифровки скриптов. Или это секретная информация?
    1 point
  6. Version 1.0.0

    164 downloads

    DxBar messages is a light easy to use script to show some notifications for your players. Just calling one event with your custom message and colored text. Usage: //Server-side player.call('Createinfo', '<text>', R, G, B, 'top or bot') //Client-side mp.events.call('Createinfo', '<text>', R, G, B, 'top or bot') Images are available at the old topic in forums, due to inability to restore them. (images will be added asap).
    1 point
  7. Okay what i was trying is to create a ped on players position which did not work like doing so (i don't know why it is not working because it returns coords) const localPlayer = mp.players.local; let Ped = mp.peds.new(mp.game.joaat('ig_abigail'), new mp.Vector3(localPlayer.position.x, localPlayer.position.y, localPlayer.position.z), 270.0, (streamPed) => { // Ped Streamed streamPed.setAlpha(255); streamPed.freezePosition(true); }, 0); but using coords its working now: let Ped = mp.peds.new(mp.game.joaat('ig_abigail'), new mp.Vector3(429.6809387207031, -975.9828491210938, 30.710344314575195), 270.0, (streamPed) => { // Ped Streamed streamPed.setAlpha(255); streamPed.freezePosition(true); }, 0); Funfact: If you shoot the ped, the game crashes
    0 points
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