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Version 1.0.0
1167 downloads
Description: This resources provides the ability to create/control sound in 3D via custom API. Also demonstrates the ability to use custom urls (Radio streams). 3D sound should be synced automatically without the need of extra work. Notes: - This resource represents basic functioning of CEF sounds using very basic 3D implementation - This resource becomes obsolete when RAGEMP releases 1.1 dp2 which introduces 3D sound API. - This resource doesn't support local mp3 due to some reason with soundManager2. I'll look into it later... - This resource doesn't support Frontend sound atm, it's really easy to implement it yourself. API: // Client-side // FUNCTIONS mp.game.audio.playSound3D(url, pos, volume, range, dimension) /* * url: string (Required) [Links and local package:// protocol are supported] * pos: vector3 (Required) * volume: int (Optional, Default: 1) [Range: 0 to 1] * range: int (Optional, Default: 60) [Max Range: 60] * dimension: (Optional, Default: 0) * Returns Object. * Object Properties: - id (sound's ID) - url (sound's url) - pos (sound's position) - volume (sound's volume) - range (sound's max range) - dimension (sound's dimension) - listeners (players array that are listening to the sound) - paused (If sound is paused) */ mp.game.audio.setSoundVolume(id, volume); /* * id (Sound's ID) * volume (sound's volume) Range (0.1 - 1) */ mp.game.audio.setSoundPosition(id, pos); /* * Useful for portable sound * id (Sound's ID) * pos (sound's new position) */ mp.game.audio.setSoundRange(id, range); /* * id (Sound's ID) * range (Max Range 60) (Increase it by editing the maxRange...) */ // EVENTS: /* * EventName: audioFinish * params: soundID (Sound's ID that is finished Playing) */ /* * EventName: audioError * params: soundID (Sound's ID that had error), errorObject {code: 'error code', error: 'error description'} */ // Example let sound = mp.game.audio.playSound3D('http://rfcmedia.streamguys1.com/MusicPulse.mp3', pos, 60, 1, 0); sound.destroy(); // Destroys the sound sound.pause(); // Pauses the sound sound.resume(); // Resumes the sound If you have any issues or suggestions, you know the usual routine. Credits: - Thanks to George for his 3D voice method. - Thanks to soundManager 2 for bringing music to life in CEF I wish you'll enjoy some epic music.1 point -
Version 1.0.0
1757 downloads
With this dlcpack, you're able to add up to hundreds of clothing WITHOUT replacing anything from the original vanilla game. In this pack, you'll be able to add the following as addon content for both MP_Female and MP_Male: Heads/Faces (Up to 111!) Beards/Masks (Up to 159!) Hairstyles (Up to 185!) Pants (Up to 128!) Feets/Shoes (Up to 127!) Secondary Tops (Up to 106!) Decals/Emblems (Up to 93!) Primary Tops (Up to 127!) How does it work?: From learning the hex codes in the .ymt files and spending hours figuring out where everything was, I made changes and added things into the .ymt files to make this possible. However, the dlcpack overwrites the initial MP clothing dlcpack (the original clothing from the game, albeit it doesn't REPLACE any clothing) so the limits are added BEFORE any new dlc clothing. DLC clothing comes after the limits as they were pushed further to make way for the newer limits adjusted. In the future I will possibly adjust it even more if it's necessary. How do I get addon content to work? Simple. Go into streamedpeds_mp.rpf From there, it should be easy sailing. MP_Female stuff goes in mp_f_freemode_01 and MP_Male stuff goes into mp_m_freemode_01. Don't forget to affix (basically dragging a file into the "ArchiveFix" program) "streamedpeds_mp" or "streamedpeds_mp" if you added anything into those archive .rpfs. Replace them inside the .rpf archive after affixing. As for naming them, ONLY name them based off what I have shown here: Head DrawableIDs: (46 - 157) Models: head_xxx_r Textures: head_diff_000_a_whi (or _chi, _bla, _lat, _pak, _ara at the end) Berd/Mask DrawableIDs: (8 - 167) Models: berd_xxx_u Textures: berd_diff_xxx_a_uni Hair DrawableIDs: (38 - 223) Models: hair_xxx_u Textures: hair_diff_xxx_a_uni Pants DrawableIDs: (16 - 144) Models: lowr_xxx_r Textures: lowr_diff_xxx_a_whi Feet/Shoes DrawableIDs: (16 - 143) Models: feet_xxx_u Textures: feet_diff_xxx_a_whi Accessory/Tops DrawableIDs: (16 - 122) Models: accs_xxx_u Textures: accs_diff_xxx_a_uni Decal/Emblem DrawableIDs: (0 - 93) Models: decl_xxx_u Textures: decl_diff_xxx_a_uni Tops2 DrawableIDs: (16 - 143) Models: jbib_xxx_u Textures: jbib_diff_xxx_a_uni Start from the number from one of the components of which you're adding from the number the limit suggest. (For an example, if you're adding some shoes mod for the first time, then rename the files to "feet_016_u" and feet_diff_016_a_whi)1 point -
Version 1.0.0
932 downloads
Requires RAGE Multiplayer 1.1.0 and above. Installing Put rappel into your server's client_packages directory, then add require('rappel'); to client_packages/index.js. RAGE Multiplayer's 1.1 will sync the rappelling action so there isn't any need for server-side files. Using Get in a helicopter with FLAG_ALLOWS_RAPPEL (Maverick, Police Maverick and Annihilator) flag as passenger and do /rappel. * Credits to Trevor Productions on YouTube for the preview image.1 point -
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 1.0.0
715 downloads
Improvements over the previous nativeui: Added `UIMenuDynamicListItem`. Descriptions are no longer cut off at 99 characters, but now support 99 * 3. `UIMenuListItem` and `UIMenuSliderItem` can now store extra data. Improved description line wrapping. Description caption is now only updated when necessary. Description background is now only updated (recalculated) when necessary. Bettered the position of the left arrow for list items. Added new badges (Sale, Arrows and Voice Icons). Added `Menu.RemoveItem(item: UIMenuItem)`. When binding an item to a menu, automatically add that item if it isn't in the menu items list already. Added `MenuOpen` event when `menu.Visible` is changed. When hovering over the currently selected ListItem's title text, the cursor will be MiddleFinger, just like in the original menus. `GoLeft` and `GoRight` now correctly handles disabled items. Added experimental automated menu pool system (It's a bit effy right now). MENUS ARE NO LONGER SHOWN BY DEFAULT. Added `closeChildren: boolean = false` parameter to `menu.Close()`. An optional parameter specifiing whether or not you want to close all children with the menu. NOTE BRIEFLY: The description and optimization updates for me saved over 20-30 FPS while a menu is open. You might want to be careful with menu pools right now. I haven't went deep into it but for simple menu pools it works GREAT. `MenuClose` event is NOT emitted when Visible is set to false. This is to allow users to reopen menus at it's same state, for e.g searching through a store. The GitHub will not match the file here. So please download the file from GitHub (dist/index.ts) or compile it yourself. https://github.com/karscopsandrobbers/RAGEMP-NativeUI1 point -
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Version 1.1.0
574 downloads
This resource lets you add metal detectors that go off when a player with a not allowed weapon goes through them. Installing Put the files you downloaded in their respective places Add require('metaldetectors') to client_packages/index.js Set up some metal detectors (read below) All done JSON Files Most of the changes are done by editing JSON files located in packages/metaldetectors/json/. Remember to validate your changes here: https://jsonlint.com/ config.json colshapeSize: Size of the metal detector colshape, I think the default value is pretty much perfect and doesn't need any editing. soundRange: Maximum range/distance of the players who should hear metal detector alarms, default value is 15.0. cooldownMs: Milliseconds that need to pass before a metal detector goes off again, default value is 2000. allowedWeapons: Array of weapons that are ignored by metal detectors. This list is pretty much empty and you probably should fill it, WEAPON_UNARMED and WEAPON_CERAMICPISTOL are ignored by default. smallWeaponGroups: Array of weapon groups that are considered small. Weapons of this group will play the small weapon alarm sound and everything else will play the big weapon alarm sound. GROUP_MELEE, GROUP_PISTOL, GROUP_SMG, GROUP_STUNGUN and GROUP_THROWN are considered small by default. detectors.json This file contains the metal detectors in array of objects format. A metal detector has x, y, z, heading, dimension and createProp properties. x, y, z: Coordinates of the metal detector. heading: Rotation (yaw) of the metal detector. dimension: Dimension of the metal detector. Default value: 0 createProp: Whether this metal detector should create a prop when it is loaded or not, useful if you want to use existing metal detectors. (like in the IAA facility interior) Default value: true // Example: Metal detector used in the making of video above { "x": 2059.037109375, "y": 2980.64208984375, "z": -62.90178298950195, "heading": 325.0, "dimension": 0 } weaponData.json Used for weapon groups, just make sure it is updated after every DLC. For Developers This resource triggers an event named playerTriggerMetalDetector with args player, position, isSmallWeapon when players trigger a metal detector. player: The player who triggered a metal detector. position: Coordinates of the metal detector. isSmallWeapon: Whether the player's weapon was a small weapon or not. (another arg that contains weapon hash might be added in the future) Example mp.events.add("playerTriggerMetalDetector", (player, position, isSmallWeapon) => { player.outputChatBox(`You triggered a metal detector with a ${isSmallWeapon ? "small" : "big"} weapon!`); }); Notes Right now, this resource checks only the current weapon of a player due to issues with player.weapons. If player.weapons get fixed, I'll update the resource to check for all weapons of a player. Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-metal-detectors1 point -
Version 1.0.0
973 downloads
RAGEMP-EasyWhitelist This is a basic whitelist system for your server. Just place it in the packages folder & it works! Installation Just place the folder "easy-whitelist" in the packages folder. How to add users to the whitelist Go in the packages folder > then "easy-whitelist" > and edit the file account.json There you have to add the SocialClub ID. Restart Server & its done. Github: https://github.com/XCRON-DEV/RAGEMP-EasyWhitelist For questions or help DM me here.1 point -
This stopped working? TypeError: document.registerElement is not a function shell.js:3123:375 ReferenceError: SDK is not defined devtools_app.js:2:209 ReferenceError: SDK is not defined inspector.js:2:651 point
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Version 1.0.1
2077 downloads
Lets you crouch by pressing CTRL. Installing Put the files you downloaded in their respective places Add require('crouch') to client_packages/index.js All done Notes Since both this script and walking styles script uses setMovementClipset and resetMovementClipset, they probably won't work at the same time. Crouching is synced between players.1 point -
Version 1.0.1
532 downloads
Prevents players of the same team shooting eachother. Installing Put teams into your server's client_packages directory, then add require('teams'); to client_packages/index.js. Using It's pretty simple, just set currentTeam shared variable of a player like this: // both strings and numbers should work playerEntity.data.currentTeam = whatever; playerEntity.setVariable("currentTeam", whatever); And set currentTeam to null if you want to reset someone's team. Note This resource doesn't prevent all kinds of friendly fire, for example projectile weapons like RPG can hurt teammates, you can still run teammates over with a vehicle etc. You can check if both killer and victim is on the same team and punish the killer, though.1 point
