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Showing content with the highest reputation on 12/18/18 in all areas

  1. I don't help people that can't follow my instructions about how to configure RAGE to allow client-side C# and want me to install the gamemode via teamviewer or similar programs, you're right. I didn't make an opensource gamemode so people could just launch the gamemode and have a server, it's made with learning purpose.
    4 points
  2. /save [name (optional)] command to save your/your vehicle's position and heading/rotation to a file just like in SA-MP. You can find the saved positions inside savedpos.txt on the server folder. Code: const fs = require("fs"); const saveFile = "savedpos.txt"; mp.events.addCommand("save", (player, name = "No name") => { let pos = (player.vehicle) ? player.vehicle.position : player.position; let rot = (player.vehicle) ? player.vehicle.rotation : player.heading; fs.appendFile(saveFile, `Position: ${pos.x}, ${pos.y}, ${pos.z} | ${(player.vehicle) ? `Rotation: ${rot.x}, ${rot.y}, ${rot.z}` : `Heading: ${rot}`} | ${(player.vehicle) ? "InCar" : "OnFoot"} - ${name}\r\n`, (err) => { if (err) { player.notify(`~r~SavePos Error: ~w~${err.message}`); } else { player.notify(`~g~Position saved. ~w~(${name})`); } }); }); What the output looks like: Position: -422.9187316894531, 1133.0765380859375, 325.8547058105469 | Heading: 344.207763671875 | OnFoot - No name Position: -411.07977294921875, 1180.73681640625, 325.0368957519531 | Rotation: 1.4606590270996094, 0.7490195631980896, 75.47509765625 | InCar - No name Position: -1087.9407958984375, 4912.0634765625, 214.6710968017578 | Heading: 222.96522521972656 | OnFoot - Altruist Camp
    2 points
  3. Version 0.3

    4706 downloads

    NEW VERSION: Version 0.3 - March 22nd, 2018 Changelog(0.3) -Support for 1.43 added. This resource also supports 1.41 and 1.42. -Added freeze/unfreeze ability for objects. (Use this on doors. Just press F to toggle) -Fix duplication bug. Changelog(0.2.2) -Fix "mobj" command with string/number hash detection. Changelog(0.2.1) -Fix crash when trying to dupe map hashes. Changelog(0.2) -Dupe function (Right click objects and you can place the same object again) (Works on non-editor objects). -Hash checker (Look at any object on the map, not just editor objects to check their hash). -Auto adjustement in placement stage. Right click to automatically rotate/position object on the ground. -Scroll improvement by loading models ahead of time. -Other fixes. -Some code restructure thanks to mtz64. Changelog (0.1) -Initial Release Yes there are lack of features or some bugs, 0.1. Make bug reports/suggestions if you have any. **Note that your current edit is autosaved every 30 seconds. To load it call '/mload autosave'. (Yes I know commands throw "Command not found". Ignore it for now) There are roughly 50,000 objects. The list needs a bit of cleaning but it includes many new objects not seen before such as sections of the map. Installation: Drop the "MapEditor" folder inside the "client_packages" folder into your own "client_packages" folder. Merge the index.js file found inside "client_packages" with your own. Drop the "MapEditor" folder inside the "packages" folder into your own "packages" folder. Usage: To start/exit the editor press F2. (NOTE THAT OBJECTS CURRENTLY IN EDIT MODE WILL REMAIN ON THE MAP. USE /mclear) Press 1 for Selector Mode (You can click on objects, or click off to deselect) Press 2 for Object Placement Mode Press 3 for Adjustment Mode Press ENTER to save objects inside Adjustment Mode. Press SPACE to rotate objects by 90 degrees in Object Placement Mode. WASD to move around. E and Q to move up and down. Shift to speed up movement, control to slow down movement. Ctrl + Z to undo object creation, Ctrl + Y to redo it. This only applies to object creation for now. Controls are defined on the screen for you. Mostly point, click, and drag. Commands: (Yes, commands in 2018, stop crying until I make some UI framework) /msave [name] - used to save your map /mmaps - used to see what maps you have saved in your session /mload [name] - used to load a map (you can load/deload as many maps as you want) (it is synced) /mdeload [name] - used to deload a map if it is loaded (not if it's in edit mode) /mlmaps - used to see what maps are loaded (That's an "L" not an "I") /medit [name] - used to edit a map (it will load in client sided only and you can edit it) /mclear - used to clear your current edit /mindx [index number] - used to set the list index since it is a huge list /mobj [name of hash] - used to spawned a specific object by name API: LoadMap(name); DeloadMap(name); SaveMap(name, data); DO NOT PASS IN THE "_map.json" EXTENSION. THAT IS HANDLED ON ITS OWN. ONLY PASS THE NAME YOU SAVED IT AS. Ex. /msave map1 - will save it as map1_map.json. To load it call /mload map1 or LoadMap("map1"); https://github.com/DisapprovedByMe/MapEditor
    1 point
  4. Version 1.0.0

    936 downloads

    I made this script for beginners in c# so they can hopefully learn someting for it. I'm not a pro in programming but i hope i can help someone with it. I did not test this with other players but it should work. Commands: /teleport "to get to the fire department" /start1 "on the white colshape to start a fire" /stopfireid "to stop the fire or just extinguish it." When you are on a mission you can heal your self on the green colshape. When you start a fire it random selected one of the 6 main spawn points from that point it random create new spawn points and check if its reachable for the player.
    1 point
  5. spamming porn links in the discord and saying everyone is only semi-pro coders just cause you were proven wrong won't get you help. 83 pages of replies? looks like help to me, might need to get your eyes checked out.
    1 point
  6. вот тут можешь найти все ид
    1 point
  7. You're welcome men @Laricent 0.4 isnt released yet, might be best to wait till then before you attempt world traffic. You can create peds, find models for them on the wiki here https://wiki.rage.mp/index.php?title=Peds and use functions to have them move, animate die etc, however i believe the majority of the functionality is clientside and not synchronized, so you will have to do that yourself, best to wait for serverside sync'd peds in 0.4.
    1 point
  8. @Cordozar i dont deny he is a great coder, but he scammed me, therefore the biggest of -reps 😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡😡
    1 point
    SUCH AN BESTIALITY @rootcause you released this for my birthday too ))))) 🎉🎂🎈🎉🎂🎈🎉🎂🎈🎉🎂🎈
    1 point
  9. @Cordozar Hello there and welcome on RAGE:MP @rootcause is the best most of experience developer on here. His hourly rate is $98 and well worth it, and I cannot recommend him enough. Rated 11/10 If you are looking for developers on a lower budget, contact: @n0minal, his hourly rate is $18 - Rated 7/10 @Captien, his hourly rate is $6 - Rated 4/10 @Oxigent, his hourly rate is $9 - Rated 3/10 @hubba, his hourly rate is $28 - Rated 1/10 If you are looking for fixed term contracters, then it may be better to purchase a pre-made gamemode from @Xabi
    1 point
  10. As Xabi said just open your Visual Studio up, in the "Solution Explorer" click on the "Dependencies", then click on "NuGet" and click on the GTANetwork API, then in the properties tab you'd see a field named "Path" go towards there! Open up the folder and get the 0.3.6 version then put it in your "bridge/runtime" folder, you should be good. @RogersXO
    1 point
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