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Showing content with the highest reputation on 06/22/19 in Files
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Version 2.1.0
2331 downloads
Now with 200% more color. Clientside Functions: mp.game.ui.notifications.show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) mp.game.ui.notifications.showWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Serverside Functions: player.notify(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) player.notifyWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) As Events: BN_Show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) BN_ShowWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Example: // Clientside mp.game.ui.notifications.show("Normal message with custom text and background color.", false, 15, 20); mp.game.ui.notifications.showWithPicture("New Message", "Facebook", "You got some more of that data?", "CHAR_FACEBOOK", 1, false, 0, 139); // Serverside player.notify("This message is red which means you're doing something wrong.", false, 6); player.notifyWithPicture("Title", "Ammu-Nation", "Ammunation has all the equipment you need to protect your family from the evils of a liberal society! Fixed, mounted, and shoulder-held submachine guns. Mortars! Surface-to-air and all manner of heat-seeking missiles!", "CHAR_AMMUNATION"); Icons: You can specify an icon ID for picture notifications, here's a list of them: 0, 4, 5, 6 = No Icon 1 = Speech Bubble 2 = Message 3 = Friend Request 7 = Arrow 8 = RP 9 = Money Notes: textColor and bgColor parameters want a HUD color ID which you can find here. (it is a bit outdated now though) You can find notification pictures here. If you can't see picture notifications, you must enable Phone Alerts from Settings > Notifications > Phone Alerts. This script changes player.notify on serverside.1 point -
Version 1.1.0
1885 downloads
This resource lets you display GTA V/Online styled shard messages. Installing: Put scaleform_messages into your server's client_packages directory, then add require('scaleform_messages/index.js'); to index.js. Available events: ShowMidsizedMessage // title, message, time = 5000 ShowMidsizedShardMessage // title, message, bgColor, useDarkerShard, condensed, time = 5000 ShowWeaponPurchasedMessage // title, weaponName, weaponHash, time = 5000 ShowPlaneMessage // title, planeName, planeHash, time = 5000 ShowShardMessage // title, message, titleColor, bgColor, time = 5000 Clientside example (will show different messages when you press numpad0 - numpad6): mp.keys.bind(0x60, false, () => { mp.events.call("ShowMidsizedMessage", "Title", "ShowMidsizedMessage example"); // or: mp.game.ui.messages.showMidsized("Title", "ShowMidsizedMessage example"); }); mp.keys.bind(0x61, false, () => { mp.events.call("ShowMidsizedShardMessage", "Title", "ShowMidsizedShardMessage example", 21, false, false); // or: mp.game.ui.messages.showMidsizedShard("Title", "ShowMidsizedShardMessage example", 21, false, false); }); mp.keys.bind(0x62, false, () => { mp.events.call("ShowMidsizedShardMessage", "Title", "ShowMidsizedShardMessage example 2 (condensed = true)", 21, false, true); // or: mp.game.ui.messages.showMidsizedShard("Title", "ShowMidsizedShardMessage example 2 (condensed = true)", 21, false, true); }); mp.keys.bind(0x63, false, () => { mp.events.call("ShowWeaponPurchasedMessage", "Title", "ShowWeaponPurchasedMessage example", -2084633992); // or: mp.game.ui.messages.showWeaponPurchased("Title", "ShowWeaponPurchasedMessage example", -2084633992); }); mp.keys.bind(0x64, false, () => { mp.events.call("ShowPlaneMessage", "Title", "ShowPlaneMessage example", 788747387); // or: mp.game.ui.messages.showPlane("Title", "ShowPlaneMessage example", 788747387); }); mp.keys.bind(0x65, false, () => { mp.events.call("ShowShardMessage", "Title", "ShowShardMessage example"); // or: mp.game.ui.messages.showShard("Title", "ShowShardMessage example"); }); mp.keys.bind(0x66, false, () => { mp.events.call("ShowShardMessage", "Title", "ShowShardMessage example (colored)", 0, 11); // or: mp.game.ui.messages.showShard("Title", "ShowShardMessage example (colored)", 0, 11); }); Serverside example (will show a wasted message when you die): mp.events.add('playerDeath', (player) => { player.call("ShowShardMessage", ["~r~Wasted", "You died."]); });1 point -
Version 1.0.0
208 downloads
This resource introduces the well known scaleform hud for mission/heists. Makes it easy to create it in-game Known Issues: Mission end doesn't display black background due to unknown reason, still addressing it. API: Client-side API // Client side // Credits to kemper for his amazing scaleform class... /* * Creates an intro that you see on mission start. * style: int (1-20) Adds background to the intro banner * header: Mission title * subHeader: Mission secondary title */ mp.banners.createIntro(style, header, subHeader).then(done => { }); /* * Creates an objective banner * style: (1-20) Adds background to the intro banner * header: Mission title * objective: Mission secondary title */ mp.banners.createObjective(style, header, objective).then(done => { }); /* * Creates an objective banner * style: int (1-20) Adds background to the intro banner * missionName: Mission title * reason: Reason of pass/fail * passed: boolean */ mp.banners.missionResult(style, missionName, reason, passed).then(done => { }); /* * Creates an mission end banner. * style: int (1-20) Adds background to the intro banner * cashWon: Cash Earned * level: Object * { rpGain: (int), rpStart: (int), rpMin: (int), rpMax: (int), currentRank: (int), nextRank: (int), rankUpText: (string), rankUpExtraText: (string) } */ mp.banners.missionEnd(style, cashWon, level).then(done => { }); Banner Images: Intro: Objective Mission Complete Mission End If you have any issues you know what to do.... Thanks for reading this at least....1 point -
Version 1.1.0
174 downloads
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-data1 point
