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Showing content with the highest reputation on 07/08/18 in all areas
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Version 1.1.0
1225 downloads
This script reads outfits from scriptmetadata.meta and lets you use them in game. There are currently 1382 outfits for both male and female freemode characters. Using: /outfit [id] Updating scriptmetadata.meta scriptmetadata.meta gets more outfits with every update, here's how you can update it: OpenIV: Go to update\update.rpf\common\data Right click on scriptmetadata.meta Select save content/export Take the extracted file and replace it with the one your server is using CodeWalker RPF Explorer: Go to update\update.rpf\common\data Right click on scriptmetadata.meta Select extract raw Take the extracted file and replace it with the one your server is using Notes Some outfit IDs might do nothing, ask Rockstar In RAGE version 0.3, drawable IDs above 255 aren't supported so you might have some weird looking outfits. From what I heard this is not a problem in upcoming 0.4. Credits to OpenIV and CodeWalker devs, this script wouldn't be possible without their efforts.1 point -
Because what he linked you is C# seeing as you said you moved from GT-MP. SetVariable/getVariable is what you want if you’re using Javascript https://wiki.rage.mp/index.php?title=Entity::setVariable https://wiki.rage.mp/index.php?title=Entity::getVariable just so you know setVariable is serverside only, getVariable is both client and serverside1 point
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It's called EntitySharedData on RAGE Multiplayer: https://wiki.gtanet.work/index.php?title=SetEntitySharedData https://wiki.gtanet.work/index.php?title=GetEntitySharedData https://wiki.gtanet.work/index.php?title=ResetEntitySharedData1 point
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You are really professional! Rank ist now reserved keyword, you was right. Thanks alot and keep up the good work!1 point
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You're using MySQL 8.0, right? If so, try with 5.6 or so, still have to test that with 8.0 to know where the bug could be. Maybe it's a new reserved word or something like that.1 point
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Well, beard is not any kind of clothes, you should be using this one instead: https://wiki.rage.mp/index.php?title=Player::setHeadOverlay1 point
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Version 1.0.0
269 downloads
This script lets you create awards/achievements and give them to players. Installing Put the files you downloaded in their respective places Add require('awards') to client_packages/index.js Open packages/awards/database.js and put your MySQL config All done API - Exported You need to load awards/api.js in your script with using require() for these. /* awardDefinitions object contains all defined awards. Keys of this object are valid award IDs. */ awardDefinitions /* Defines an award. Awards can be single or multi tier depending on what you send to requiredProgress. If you send an array of numbers, it will be a multi tier award. (then tierColor must be an array of numbers too, tierColors length being the same as equiredProgress length) If you send a single number, it will be a single tier award. (then tierColor must be a single number too) Check out https://wiki.rage.mp/index.php?title=Fonts_and_Colors#HUD_Colors for tierColors values. (107, 108, 109, 110 are great) You can search for mpawards in OpenIV/CodeWalker Explorer for txdLib and txdName, or send an empty string to txdLib and txdName if you don't want to use an icon. This function returns true if award is created, false otherwise. */ defineAward(ID, name, description, txdLib, txdName, requiredProgress, tierColor) /* Returns the specified award's tier for the specified progress. You must increase the return value by 1 if you want to display it to players. Returns: -2 if award ID is invalid -1 if progress isn't enough for any tier 0 and above if progress is enough for any tier */ calculateAwardTier(awardID, progress) /* Returns the specified award's icon color for the specified tier. Return value will be -1 if award ID is invalid. */ getAwardTierColor(awardID, tier) API - Player /* This property contains the award data and should be used for getting values. Keys of this object are the award IDs that player has any progress on. player.awardData[validAwardID] properties: - Progress (number) - Tier (number) - IsComplete (boolean) - CompletionDate (date, null if award isn't complete) */ player.awardData /* Sets the specified award's progress to the specified amount. Returns false if awardID is invalid, true otherwise. */ player.setAwardProgress(awardID, progress) /* Changes the specified award's progress by the specified amount. Returns false if awardID is invalid, true otherwise. */ player.changeAwardProgress(awardID, progress) /* Resets the specified award's progress. Returns false if awardID is invalid or player doesn't have any data about the specified awardID, true otherwise. */ player.resetAwardProgress(awardID) /* Resets all award progress. Doesn't return anything. */ player.resetAllAwardProgress() /* Saves award data. You don't need to add this to your script's playerQuit event because AwardAPI will save data when a player disconnects. */ player.saveAwards() Serverside Events /* playerAwardTierChange This event is called when a player's award's tier changes. */ mp.events.add("playerAwardTierChange", (player, awardID, oldTier, newTier) => { // code }); /* playerCompleteAward This event is called when a player completes an award. */ mp.events.add("playerCompleteAward", (player, awardID) => { // code }); Example This script creates 2 awards (one single tier and one multi tier), progresses them when certain events happen, sends a message to players when one of their awards has a tier change or completion and provides some commands. const awardAPI = require("../awards/api"); /* Multi tier award, will be complete when a player dies 1000 times. 1 deaths - tier 1 (bronze) 10 deaths - tier 2 (silver) 100 deaths - tier 3 (gold) 1000 deaths - tier 4 (platinum) */ awardAPI.defineAward("award_unlucky", "Unlucky", "You keep dying, be careful!", "mpawards5", "killmeleeweapons", [1, 10, 100, 1000], [107, 108, 109, 110]); /* Single tier award, will be complete when a player writes something to the chat. */ awardAPI.defineAward("award_chat", "Baby's First Words", "You used the chat.", "", "", 1, 110); // Events mp.events.add({ // Increase player's "award_unlucky" progress by 1 when a player dies. "playerDeath": (player) => { player.changeAwardProgress("award_unlucky", 1); }, // Set player's "award_chat" progress to 1 (since its max. progress is 1) when a player writes something to chat. "playerChat": (player) => { player.setAwardProgress("award_chat", 1); } }); // Commands mp.events.addCommand("howunlucky", (player) => { // example: check if player has any progress for award_unlucky, display a message based on completion if (player.awardData["award_unlucky"]) { if (player.awardData["award_unlucky"].IsComplete) { player.outputChatBox("You're extremely unlucky."); } else { player.outputChatBox(`Not too unlucky, just ${player.awardData["award_unlucky"].Progress} deaths...`); } } else { player.outputChatBox("You're pretty lucky for now."); } }); mp.events.addCommand("setawardprogress", (player, _, awardID, progress) => { // example: "/setawardprogress award_unlucky 1000" will complete "unlucky" achievement player.setAwardProgress(awardID, Number(progress)); }); mp.events.addCommand("changeawardprogress", (player, _, awardID, progress) => { // example: "/changeawardprogress award_unlucky 5" will add 5 progress to "unlucky" achievement player.changeAwardProgress(awardID, Number(progress)); });1 point -
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Wir starten die Closed Alpha I am 27. Juli 2018 An dieser Stelle bedanke ich mich im Namen der Projektleitung bei allen Personen, die uns in den letzten Monaten begleitet, geholfen, unterhalten und verärgert haben. Wie genau läuft die Closed Alpha ab? Die Closed Alpha wird aus 4 Phasen bestehen (Closed Alpha I, Closed Alpha II, Closed Alpha III, Closed Alpha IV). Im Laufe der Phasen werden wir iterativ das Alpha Tester Team mit geeigneten Spielern aufstocken. Hierfür wurde bereits ein kompletter Plan entwickelt, der mit den Alpha Testern besprochen wird. Eine Closed Alpha Phase ist bei uns meist nur ein paar Stunden und aus einem sehr kleinen Team. Nur so können wir gezielt bestimmte Funktionen am besten Testen. Wer kennt es nicht, man testet 10 Minuten und schon spawnt jemand einen Panzer.... den Rest brauche ich hier wohl nicht erzählen. So etwas möchten wir von Anfang an vermeiden. Natürlich können Späße nach den Tests gemacht werden. Nur ausgewählte Spieler dürfen sich mit dem Server verbinden und unter Anweisung bzw. Testpaper und Usecases bestimmte Bereiche und Funktionen ausgiebig testen. Leute, die gezielt nach Bugs suchen sind gefragt! Ist die 4. Phase der Closed Alpha erfolgreich durchlaufen, wird kurz danach die Open Alpha (Datum steht schon fest) und darauf die Closed Beta folgen. Termine der Closed Alpha Phasen* Closed Alpha I - 27.07.2018 19:00 Uhr Closed Alpha II - 29.07.2018 Closed Alpha III - 03.08.2018 Closed Alpha IV - 04.08.2018 *Kann zu Terminverschiebungen kommen Du willst Alpha Tester werden? Du hast an den oben genannten Terminen jeweils am Abend ein paar Stunden zeit? Du bist technikaffin und verstehst es, vernünftig Bugs zu reporten. Dazu kennst du den Unterschied zwischen Bug und Glitch? Perfekt Dann bewerbe dich jetzt hier im Forum über unser CLOSED ALPHA Formular. Achtung: Wir werden nach einer bestimmten Zeit keine Bewerbungen mehr annehmen. Zudem wird vorerst nur eine geringe Anzahl an Testern gesucht. Jetzt bewerben! Achtung: Alpha Tester werden nicht automatisch gewhitelisted und haben somit nicht direkt ein Anrecht darauf, bevorzugt zu werden. Jeder Tester muss beim Start des Projektes die Whitelist durchlaufen! Allerdings erhalten Tester ein Abzeichen im Forum, Teamspeak und Discord.1 point
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Clientside scripts are written on JS (located under client_packages folder as you said) and serverside logic is written in C# (located under bridge/resources/WiredPlayers/) The difference between both is that things made clientside will only work on the local machine that executes the code and serverside is the code shared for all the clients connected to the server.1 point
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Projektstart: Dezember 2017 Developer gesucht Voraussetzungen · Einschlägige und mehrjährige Erfahrung in der objektorientierten Programmierung · Mindestens Kenntnis in einer der unten aufgeführten Programmiersprache · Zielorientiertheit · Teamfähigkeit · Zuverlässigkeit · Selbstständigkeit Wünschenswert sind Kenntnisse in · Typescript · HTML, CSS, Javascript · NodeJS · MongoDB · Optional: MEAN-Stack Bitte reiche deine Bewerbung ausschließlich im Forum unter Bewerbung Developer ein. Webentwickler gesucht Voraussetzungen · Zielorientiertheit · Teamfähigkeit · Zuverlässigkeit · Selbstständigkeit · Kein Schnacker sondern Macher! Wünschenswert sind Kenntnisse in · HTML, CSS (nicht zwingend nötig, solltest aber wissen was das ist) · Vue.js, Angular.js · Alternativ JS und Typescript · MongoDB oder MySQL Deine Aufgaben · Du setzt mit anderen Teammitgliedern das UCP um · Du arbeitest am Unlimited RP Internet- & Computersystem · Fertige Layouts (bereits programmiert z.B. mit HTML, CSS, JS) setzt du funktional um Bitte reiche deine Bewerbung ausschließlich im Forum unter Bewerbung Developer ein. Wir freuen uns auf deine Bewerbung!1 point
