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  1. Version 1.0.2

    4162 downloads

    Features overview Account system with timed bans A simple admin system Spawn protection (optional) Weapon shops and garages Crouching Killstreaks Different firing modes (single, burst, auto, safe mode) Turf capturing Getting started Put the files in their respective places Go to packages/thewire/config.json and write your database information Import the database.sql file using phpMyAdmin and such Start your server, should be done Making yourself admin Make an account Go to accounts table and set Admin field's value to 1 OR run a query to do it: UPDATE accounts SET Admin=1 WHERE Username='YourAccountName' Save and login ingame Team management Go to packages/thewire/data/teamData.json, teams are stored in this file as key:value For ColorName and ColorHex, check WIKI: Fonts and Colors For VehicleColor, check WIKI: Vehicle Colors For BlipColor, check WIKI: Blips If you remove a key:value pair, you'll remove that team Save file & restart the server Adding/removing vehicles Go to packages/thewire/data/teamData.json, vehicles are connected to teams Add your vehicle model name (e.g zentorno) to the Vehicles array of the team(s) you want Go to packages/thewire/data/vehiclePrices.json Add your vehicle model name and price. (e.g "zentorno": 10000) Save files & restart the server Adding/removing weapons Go to packages/thewire/data/weaponPrices.json Make sure the weapon you want to add is valid! See WIKI: Weapons Add your weapon name and price. (e.g "WEAPON_PISTOL50": 900) Save file Go to client_packages/cef/weaponIcons Add your weapon icon with the file name being your weapon hash (not the name!) Restart the server Config.json This file is located in packages/thewire/ and lets you control a lot of things. database: Write your database information here. dbLogging: Lets you control which parts of logging is enabled. A lot of stuff are being logged by default. loginDimension: The dimension joined players get sent to. (Default: -1) startingMoney: The amount of money registered players get. (Default: 1500) spawnProtectionSeconds: Duration of the spawn protection, in seconds. (Default: 5) accountSaveInterval: Interval of the auto save to prevent stat loss, in minutes. (Default: 10) killRewardMin and killRewardMax: The amount of money players get for killing an enemy. (Default: 100 and 200) teamKillPenalty: The amount of money loss players get for team killing. (Default: 1000) killstreakReward: The base amount of money a player gets for a 5+ killstreak. Killstreak reward is calculated as: killstreakCount * reward on every factor of 5. (Default: 100) weaponShopMagCount: How many magazines a player gets when they buy a weapon. (Default: 6) playerVehicleSpawnLimit: How many vehicles a player can have spawned at once. (Default: 5) turfCaptureMaxProgressIncrease: Turf attack progress cap. People more than this amount isn't required in the checkpoint. (Default: 5) turfCaptureRequiredProgress: Required progress to capture a turf. (Default: 50) turfIncomeInterval: Interval of the turf income sharing between team members, in minutes. (Default: 15) bcryptCost: Read this (Default: 10) spawnWeapons: Weapons and ammo the players get when they spawn. This applies to all teams. (Default: Bat and Pistol with 240 ammo) world: World settings, there is actually a time system but it doesn't show itself until a few hours pass. (Default: CLEAR weather and 10:00:00) log4js: Logger settings, you don't really need to touch this. Turfs Teams can capture turfs in this gamemode and make money. All you need to do is stand in a turf checkpoint, wait until the progress reaches 100% (it will be captured faster if there are teammates with you, up to 5 players) Though doing that will alert the turf's current owners. If the owners manage to clear the turf before it is captured, they'll keep it. Turf income happens every 15 minutes which just sums all of your team's turf income and shares it between team members. Admin Commands /tp [x] [y] [z] - Lets you teleport to a position. /agivemoney [player ID] [amount] - Gives money to a player. /agiveweapon [player ID] [weapon name] [ammo] - Gives weapons to a player. /kick [player ID] [reason] - Kicks a player. /banplayer [player ID] [days] [reason] - Bans a player. /banaccount [account ID] [days] [reason] - Bans an account, best used for banning players that are offline. /baninfo [ban ID] - Returns information about a ban. /removeban [ban ID] - Removes a ban. /createweaponshop - Creates a weapon shop on your position. /removeweaponshop [ID] - Removes a weapon shop. /creategarage - Creates a garage on your position. /removegarage [ID] - Removes a garage. /createturf [income] [radius] [name] - Creates a turf on your position. Radius isn't used right now but it will be in 0.4. /removeturf [ID] - Removes a turf. Player Commands /pm [player ID] [message] - Sends a private message to a player. /stats [player ID] - Shows the stats of a player. (Kills, deaths, K/D ratio, money, register date) /givemoney [player ID] [amount] - Sends money from your account to another player's account. /top5 [ranking] - Shows the top 5 online players of a ranking. (Available rankings: kills, money) If you encounter a bug, feel free to leave it as a comment. Hopefully all this text is enough, have fun and see you on the battlefield!
    1 point
  2. RAGE Multiplayer 1.1 is the new version based on 1.0-DP1, with almost 200 bug-fixes from 1.0 just in the last few weeks of pre-public testing and cool new features such as synchronised NPCs and more! So far, a tiny part of 1.0 known as "DP#2" has been delayed in favour of earlier and way more stable 1.1-DP1 release. DP2 requires more time with QA and you will get updated on that accordingly. Today's release means you will get immediate access to a public Windows Client/Server testing build branch aimed for server developers and for testing, you won't be able to join public 0.3.7 servers with this branch. Resources Updated: drastically improved streaming performance of encrypted game resources, also improved ram usage on heavy dlcpacks. Made encryption of game resources independent of individual system information, so you can keep redistributing huge files separately. Added support for overloading whole default dlcpacks (previously this would've caused "undefined" behaviour). Re-implemented the server resource scanner with better parallelisation of compression/encryption and the whole process (e.g. time required to scan and cache in the server memory 6GB of assets (LC-IV and VC to V map conversions bundle) has been decreased from >30s to 8-10s on test machine) Made client launcher and in-game resource verification multi-threaded. Added an ability to register raw game assets (i.e., you could decrease dlcpacks weight using this), example: /client_packages/game_resources/raw/infernus2.ytd. Synchronization Updated: synchronisation extrapolation is now optional, toggle-able through server config: "'enable-synchronisation-extrapolation': true". It's disabled by default (recommended for gamemodes when any desynchronisation caused by that latency is important though) in 1.0, this was always enabled in earlier releases, and the difference is it's just optional now. A few optimisations have been implemented for the new synchronisation. Security Ported 0.3.7’s latest anti-cheat/security mitigations, optimisations and additional useful branch changes that have not been ported yet. Implemented more multiplayer memory protections measures. Improved client-side package management code protection. Implemented additional cheating protecting over C# client-side scripting runtime API. Added "server-side-weapons-only-mode" to synchronise only weapons that have been given to the player by the server and not client-side script (which features it's own protection measurements too, which is why this option is disabled by default). API Added: out of the box (experimental) server-sided static and dynamic (synchronised) peds. Dynamic peds are synchronised/controlled by the player that your gamemode manually assigns and can be reassigned at any moment. let dynamicPed = mp.peds.new(mp.joaat('mp_m_freemode_01'), mp.players.at(0).position, {dynamic:true}); dynamicPed.controller = mp.players.at(0); let staticPed = mp.peds.new(mp.joaat('player_zero'), mp.players.at(0).position, { dynamic: false, // still server-side but not sync'ed anymore frozen: true, invincible: true }); Basic footage of peds on-foot sync (Franklin NPC shown in static mode): Cops AI/ped driving synchronisation: Added: server-side player.kickSilent, useful for quick reconnects, debugging and such (the client will act as if it's been timed out). Added: client-side cancellable event incomingDamage(sourceEntity, sourcePlayer, targetEntity, weapon, boneIndex, damage). Added: client-side cancellable event outgoingDamage(sourceEntity, targetEntity, targetPlayer, weapon, boneIndex, damage). Added: client-side dummyEntityDestroyed(entity, dummyType). Added: mp.Pool.getClosestInDimension(position, dimension[, numberOfEntities]); only server-side. Added: client-side event entityControllerChange(entity, newController) for peds and vehicles. Added: client-side mp.game.weapon.unequipEmptyWeapons. C# API: renamed server-side "Client" to "Player" to match other APIs. C# API: implement client-side-like entity pool APIs (e.g., RAGE.Entities.Players - yes, it *already* uses RAGE namespace like client-side API instead of "API" or "NAPI"). C# API: add UIMenu.SetMenuData and UIMenuItem.SetItemData which lets you link your own data to items to make menu handling logic simpler. C# API: Fixed incorrect boolean results in a few client-side methods. C# API: Added: AddSubMenu(UIMenu menu, string text, string description, System.Drawing.Point offset) overload. C# API: Added missing client-side 1.0 methods to C#. C# API: Fixed a naming mistake in RAGE.Game.Gxt. C# API: Fixed NAPI.Task-related issue. C# API: Added missing enums hashes. C# API: Updated vehicle seats enum. C# API: Updated vehicleData.json. C# API: Added support for custom vehicleData.json: name your file "vehicleData.custom.json" to use it instead (useful for add-on vehicle servers). C# API: Added missing IncomingConnection event. C# API: Fixed System.EntryPointNotFoundException. C# API: Fixed NAPI.Command not being available. C# API: Changed Entity.GetSharedData return type to object from dynamic. C# API: Added server-side player.Heading (with setter as well), fixed player.SetRotation. C++ API: Server: Increment SDK version (so it gives plugin incompatibility warning when it should). NodeJS API: Updated to NodeJS to v13.1.0. NodeJS API: Fixed NodeJS issues happening since 1.0/v13. NodeJS API: Fixed entity.setVariable and other related issues. NodeJS API: Fixed --inspect option not being handled by NodeJS. JS API: Changed mp.Pool.forEach behavior back to how it worked in 0.3 to prevent potential crashes; added mp.Pool.forEachFast for fast (but not entity.destroy()-safe) lookups (how it used to work in 1.0/1.1 initially). Other 1.50 game patch compatibility (the current public stable branch has already been updated to 1.50 (The Diamond Casino Heist Update) and was done in less than 5 hours after release - that's a new record for game's major patches!). Huge networking library optimisations - live 1800+ players server stress tests on an actual "feature-rich" gamemode with that optimisations ported to an experimental 0.3.7 server showed roughly ~10x networking performance improvements, possibly delivering even more effect on higher-end CPUs. Fixed a server memory leak (which occurred most often when there was a single player on the server, but other cases were possible also). Optimised client-side shared data getters for both scripting runtimes. Fixed nametag rendering jitter when target player is in a vehicle on high speed. Wine Launcher compatibility improvements (still can't get in the game at this stage though). Fixed bug that caused a ped to get duplicated after a model took too long to load. Added long string support for nametags and text labels. Updated Chromium to 79.0.3945.117. Fixed playerCreate/RemoveWaypoint client-side event. Updated server-side .NET Core to 3.1. Fixed client-side C# senseless "error" being logged into 'clientside_cs.txt' once on every initialisation. Update localisations: added Indonesian and Thai languages; updated a few other localisations. Fixed some of game limit adjustments not being applied correctly resulting in undefined behaviour. Fixed a few legacy crashes. Fixed updater image so configs don't get overwritten. Launcher: Fixed launcher storage.json being overwritten. Launcher: Fixed CEF debugger port not being saved when changed through launcher. Known Issues (ones that we didn't consider breaking and decided to not delay public testing because of them - they will be fixed before stable release though) There are a few cases when vehicle synchronisation might get "glitched" (like tyres state desync or unexpected unoccupied synchronisation behaviour). "trailerAttached" server-side event is not currently functioning exactly like it did in 0.3.*. Timeout reconnect might require manual rejoin through F1. Peds API is still at experimental stage and there are a few issues being worked on right now (mostly related to smoothing streaming). You might just crash 😶 And a few more bugs, to be listed once BugTracker goes online 0.3.7 compatibility guide Make sure your server-side resources use correct seat IDs (it starts from 0, not -1 anymore) C# only: Make sure to update GetData syntax (in most of cases you can just autoreplace "GetData(" with "GetData<object>(" for exact 0.3.7 behavior). C# only: "Client" got renamed with "Player". C# only: Vehicle occupants API now returns Entity instead of Player - that's because 1.1 synchronized peds could be vehicle occupants too C# only: EntityCreated/Destroyed events now pass Entity argument instead of NetHandle Optional: Make sure to use RGSC IDs instead of RGSC Nicknames Make sure to implement new chat API initerface. 0.3.7-.1.1 compatibility wrapper (CEF code): let api = {"chat:push": chatAPI.push, "chat:clear": chatAPI.clear, "chat:activate": chatAPI.activate, "chat:show": chatAPI.show}; for(let fn in api) { mp.events.add(fn, api[fn]); } 0.3.7 plugins should be removed from /plugins/, it's not compatible. Moreover, both "bridge.dll" and "rpfencrypt.dll" are redutant: C# API doesn't require a plugin to work. DLCPack files should be moved from /client_packages/dlcpacks to /client_packages/game_resources/dlcpacks. If required, custom server-sided gameconfig.xml (/client_packages/game_resources/common/data/gameconfig.xml) could be used. Don't confuse "/server-fiiles/ragemp-server.exe" (1.1) with "/server-files/server.exe" or "/server-files/dotnet/" with "/server-files/bridge/" Review all your custom synchronization code, some parts might be redutant with 1.1 More may follow, be sure to check this again if you find incompatibility issues. Download Branch name is "10_mNwuchuQ4ktWbR8d2N5jUzRt". If you don't know what to do with this, you probably don't need this. We only recommend you download this branch if you are comfortable with testing experimental features and software. 1.1 bugs and issues should only be reported where it's explicitly allowed and nowhere else.
    1 point
  3. Hi, I recently bought GTA 5, and installed RAGE, after a couple of visits to the server, a window pops up: However, in a regular GTA, or GTA online there is no such error. Please help, I tried everything, removal of the launcher helps, but after the next couple of starts, the error appears again!
    1 point
  4. Hey everyone, now i publish my register login ui developed for an roleplay Server that i was make but never be finished and i dont want to finish .. This is a simple login or register ui with "wished" tabs animation with tilt plugin for jquery. the items of register content its dynamic and javascript functions must not need to be changed. Login View: https://streamable.com/fackq Register View: https://streamable.com/o0x8h // example for a big text on the left side: (the white box goes to the right side) <div class="item left big"> <h6>Charakternamen Richtlinien</h6> <p> [any text here] <br /> <strong>Beispiel von nutzbaren Namen: <span class="green-text">Max Mustermann</span></strong> <br /> [any text here] </p> </div> // example for small text to the right side: (the white box goes automaticly to the left side) <div class="item right big"> <h6>User Werben User</h6> <p> [any text here ...]<br/><br/> <strong>Charaktername des Spielers:</strong> <input id="recruit_name" type="text" class="white-text" value="Max Mustermann"> </p> </div> use cef.execute to call the javascript function: show(0, "usernamehere"); // for login view show(1, "usernamehere"); // for register view Javascript Library's and CSS Frameworks i used: jquery (jquery.color-2.1.2) materialize tilt.jquery noty use it, change if you like and do anything you want with it. Download: https://mega.nz/#!VdFkFISK Kryptokey: FLkKpmP3nQbK48Tl4fW4mDxb2FwJGbpzW2NcNfnGVGE Greetz, Concil
    1 point
  5. Version 0.11

    2804 downloads

    Project not maintained anymore, feel to continue it by yourself. The most recent version (with some fix) is on github, link below! Hi all, after some times letting this GM getting dust, I decided to release it to public. It may not be developed with the best methods, but still it is working very well. Here is a list of the differents systems available: For civil players: Rob a shop (24/7 / Ammunation for now) Have a job (Hacker only for now) Earn XP from doing hacking Buy stuff at 24/7 that heals you (Apple...) For cops: Arrest a player (Civil only with wanted level) Be a SWAT or in FBI (If player has access to thoses teams) Cuff a player (Preventing him from running / jump / use car direction) What everybody can do: Buy a car / boat / helicopter Use teleporters (The only teleporters are in SWAT car park, can be added in DB) Withdraw / deposit money in ATM Custom your car (In theory working with every kind of vehicle) What admins can do: Create a vehicle Create a temporary vehicle (As vehicle bought in car shop) Edit a vehicle Save vehicle data Respawn Cars Create Faction / SpawnPoint for a faction / A Skin for a faction / Biz / ATM / Label Teleport to pos Edit a player Teleporters are saved in the database, and have different options, like : Reversible (Has another tp to come back) Change dimension of player TP vehicle or not Usable for a faction only Vehicle info: Save vehicle mods Vehicle only for a faction Vehicle locked Vehicle plate Vehicle dimension What are spawnpoints ? Spawnpoints are used for factions, it is the spawnpoints for a faction, and not for a SKIN. How to add skin into a faction? Doing /acreate ped Some commands still exist as: /acreate [faction/biz/label/ped/spawnpoint] (Showing a modal to complete & create) /aveh (Showing a modal to know what you want to do. /aplayer [PLAYER ID] (Showing a modal to know what you want to do) Differents admin levels: There is 3 differents level of admin: - Edit (Edit a player / car) - Blame (Kick / Ban / Blame) - See (Spectate / Player infos...) There is no admin command for moderate. Car shop: Car shop is VERY easy to create, i think i'll do another ressource to show how it is simple & share it. All you have to know is the vehicle classes, in packages/gamemode/data/vehicle_shop.json And create a car shop in config.json (Very easy to understand look at it). Custom: All mods prices can be modified in gamemode/data/custom_prices.json, by mod ID & Index. But this system is not optimized at all, and must be reworked. There is also a log system, that log everytime you connect / disconnect. Installation Install npm dependencies: npm install Change .env.example to .env Known problems: Can't find module MySQL: You must have installed NodeJS & NPM Then go to your server folder and type in cmd this: "npm install mysql" As suggested, If you have any bugs found, suggestions... just see this: https://github.com/Protocole63/RageMP-Gamemode-Cops-Robber/issues -- I would be happy to fix it or add the stuff you suggest. Credits: - Me for the scripts - GamingMaster Library - NativeUI - RootCause library - Level - better Notificaitons - Scaleform messages - Micky5991 for vehicles hashes & mods... (https://github.com/Micky5991/GT-MP-vehicleInfo/releases)
    1 point
  6. This is my open source reallife-v script. No Copyright or everything This script contains the skeleton for each server. and much more... Sory for my bad english but here is the DOWNLOAD or https://github.com/Zmileey/Reallife-V Have fun
    1 point
  7. i think you should get a life
    1 point
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