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Showing content with the highest reputation on 04/10/20 in Files

  1. Version 2.0.0

    428 downloads

    This resource adds wrappers for these natives: GET_TATTOO_SHOP_DLC_ITEM_DATA GET_SHOP_PED_COMPONENT GET_SHOP_PED_PROP GET_DLC_WEAPON_DATA GET_DLC_WEAPON_COMPONENT_DATA GET_PED_HEAD_BLEND_DATA GET_WEAPON_HUD_STATS GET_WEAPON_COMPONENT_HUD_STATS GET_DLC_VEHICLE_DATA GET_SHOP_PED_OUTFIT GET_SHOP_PED_OUTFIT_PROP_VARIANT GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT Before 1.1.0, you couldn't use these natives because they needed pointers to their respective structures but since 1.1 allows developers to use ArrayBuffers, that is no longer a problem. Thing is, you still need to create a buffer, invoke the native and read the data from your buffer. (too much work) This resource is made to prevent that. Installing Put gamedata into your server's client_packages directory, then add require('gamedata'); to client_packages/index.js. Clientside API This resource extends "mp.game" by adding a "data" object that contains multiple functions. /* Returns information about a decoration/tattoo. characterType: * 0 = Michael * 1 = Franklin * 2 = Trevor * 3 = MPMale * 4 = MPFemale decorationIndex: * Decoration/tattoo index between 0 and GET_NUM_TATTOO_SHOP_DLC_ITEMS(characterType). Returned object: * { lockHash, id, collection, preset, cost, eFacing, updateGroup, textLabel } This native was researched & documented by TomGrobbe. (https://github.com/TomGrobbe) */ mp.game.data.getTattooShopDlcItemData(characterType, decorationIndex); /* Returns information about a clothing item. componentHash: * Obtained by GET_HASH_NAME_FOR_COMPONENT. Returned object: * { lockHash, uniqueNameHash, locate, drawableIndex, textureIndex, cost, eCompType, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedComponent(componentHash); /* Returns information about a clothing item. (prop) propHash: * Obtained by GET_HASH_NAME_FOR_PROP. Returned object: * { lockHash, uniqueNameHash, locate, propIndex, textureIndex, cost, eAnchorPoint, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedProp(propHash); /* Returns information about a ped's headblend data. entityOrHandle: * Entity (mp.players.local) or handle (mp.players.local.handle) of the ped you want to get headblend data of. Returned object: * { shapeFirstId, shapeSecondId, shapeThirdId, skinFirstId, skinSecondId, skinThirdId, shapeMix, skinMix, thirdMix, isParent } */ mp.game.data.getPedHeadBlendData(entityOrHandle); /* Returns information about a weapon's HUD stats. weaponHash: * Hash of the weapon you want to get HUD stats of. Returned object: * { hudDamage, hudSpeed, hudCapacity, hudAccuracy, hudRange } */ mp.game.data.getWeaponHudStats(weaponHash); /* Returns information about a weapon component's HUD stats. componentHash: * Hash of the weapon component you want to get HUD stats of. Returned object: * { hudDamage, hudSpeed, hudCapacity, hudAccuracy, hudRange } */ mp.game.data.getWeaponComponentHudStats(componentHash); /* Returns information about a DLC weapon. dlcWeaponIndex: * DLC weapon index between 0 - GET_NUM_DLC_WEAPONS(). Returned object: * { lockHash, weaponHash, id, cost, ammoCost, ammoType, defaultClipSize, textLabel, weaponDesc, weaponTT, weaponUppercase } */ mp.game.data.getDlcWeaponData(dlcWeaponIndex); /* Returns information about a DLC weapon's component. dlcWeaponIndex: * DLC weapon index between 0 - GET_NUM_DLC_WEAPONS(). dlcWeaponComponentIndex: * DLC weapon component index between 0 - GET_NUM_DLC_WEAPON_COMPONENTS(dlcWeaponIndex). Returned object: * { attachBone, isDefault, lockHash, componentHash, id, cost, textLabel, componentDesc } */ mp.game.data.getDlcWeaponComponentData(dlcWeaponIndex, dlcWeaponComponentIndex); /* Returns information about a DLC vehicle. dlcVehicleIndex: * DLC vehicle index between 0 - GET_NUM_DLC_VEHICLES(). Returned object: * { lockHash, modelHash, cost } */ mp.game.data.getDlcVehicleData(dlcVehicleIndex); /* Returns information about an outfit. outfitHash: * uniqueNameHash of the outfit. Returned object: * { lockHash, uniqueNameHash, cost, numProps, numComponents, eShopEnum, eCharacter, textLabel } */ mp.game.data.getShopPedOutfit(outfitHash); /* Returns information about an outfit's component. outfitHash: * uniqueNameHash of the outfit. componentIndex: * index of the outfit's component. Returned object: * { uniqueNameHash, enumValue, eCompType } */ mp.game.data.getShopPedOutfitComponentVariant(outfitHash, componentIndex); /* Returns information about an outfit's prop. outfitHash: * uniqueNameHash of the outfit. propIndex: * index of the outfit's prop. Returned object: * { uniqueNameHash, enumValue, eAnchorPoint } */ mp.game.data.getShopPedOutfitPropVariant(outfitHash, propIndex); Example Script Writes bunch of information to the console. (which you can access by pressing F11) mp.keys.bind(0x75, false, () => { // First freemode male tattoo const tattooData = mp.game.data.getTattooShopDlcItemData(3, 0); if (tattooData) { mp.console.logInfo(`Tattoo data: ${JSON.stringify(tattooData)}`); } // Player's top const component = 11; const componentHash = mp.game.invoke("0x0368B3A838070348", mp.players.local.handle, component, mp.players.local.getDrawableVariation(component), mp.players.local.getTextureVariation(component)); const topData = mp.game.data.getShopPedComponent(componentHash); if (topData) { mp.console.logInfo(`Top data: ${JSON.stringify(topData)}`); } // Player's hat const prop = 0; const propHash = mp.game.invoke("0x5D6160275CAEC8DD", mp.players.local.handle, prop, mp.players.local.getPropIndex(prop), mp.players.local.getPropTextureIndex(prop)); const hatData = mp.game.data.getShopPedProp(propHash); if (hatData) { mp.console.logInfo(`Hat data: ${JSON.stringify(hatData)}`); } // Headblend mp.players.local.setHeadBlendData(21, 2, 0, 21, 2, 0, 0.75, 0.5, 0.0, false); const blendData = mp.game.data.getPedHeadBlendData(mp.players.local.handle); if (blendData) { mp.console.logInfo(`Headblend data: ${JSON.stringify(blendData)}`); } // Current weapon HUD stats const weaponData = mp.game.data.getWeaponHudStats(mp.players.local.weapon); if (weaponData) { mp.console.logInfo(`Current weapon HUD stats: ${JSON.stringify(weaponData)}`); } // COMPONENT_AT_MUZZLE_04 HUD stats const componentData = mp.game.data.getWeaponComponentHudStats(mp.game.joaat("COMPONENT_AT_MUZZLE_04")); if (componentData) { mp.console.logInfo(`Component HUD stats: ${JSON.stringify(componentData)}`); } // DLC weapon data const dlcWeaponIndex = 7; const dlcWeaponData = mp.game.data.getDlcWeaponData(dlcWeaponIndex); if (dlcWeaponData) { mp.console.logInfo(`DLC weapon data: ${JSON.stringify(dlcWeaponData)}`); // First component of weapon const dlcWeaponCompData = mp.game.data.getDlcWeaponComponentData(dlcWeaponIndex, 0); if (dlcWeaponCompData) { mp.console.logInfo(`DLC weapon first component data: ${JSON.stringify(dlcWeaponCompData)}`); } } // DLC vehicle data const dlcVehicleIndex = 21; const dlcVehicleData = mp.game.data.getDlcVehicleData(dlcVehicleIndex); if (dlcVehicleData) { mp.console.logInfo(`DLC vehicle data: ${JSON.stringify(dlcVehicleData)}`); } // Outfit data const outfitHash = mp.game.joaat("DLC_MP_SUM24_M_OUTFIT_0"); // Pizza This... Outfit const outfitData = mp.game.data.getShopPedOutfit(outfitHash); if (outfitData) { mp.console.logInfo(`Outfit data: ${JSON.stringify(outfitData)}`); // First component of outfit if (outfitData.numComponents > 0) { const outfitComponentData = mp.game.data.getShopPedOutfitComponentVariant(outfitHash, 0); if (outfitComponentData) { mp.console.logInfo(`First component of outfit: ${JSON.stringify(outfitComponentData)}`); } } // First prop of outfit if (outfitData.numProps > 0) { const outfitPropData = mp.game.data.getShopPedOutfitPropVariant(outfitHash, 0); if (outfitPropData) { mp.console.logInfo(`First prop of outfit: ${JSON.stringify(outfitPropData)}`); } } } }); Notes If mp.game.invoke fails (trying to get non-DLC item data/invalid params etc.), return value of the function will be null. Most non-DLC items (core GTAV weapons like Pistol, Assault Rifle etc, initial freemode tattoos, initial freemode clothes) are not supported by the natives. Strings returned by the functions (textLabel, componentDesc etc.) are GXT entries. You're supposed to use them with getLabelText or GXT::get.
    1 point
  2. Version 1.0.0

    518 downloads

    Requirements RAGE Multiplayer 1.1 and above Currency API (define a currency named "cash" after installing) Installing Put the files you downloaded in their respective places Add require('cashregisters') to client_packages/index.js All done Config The config.json file can be found inside packages/cashregisters/json/. minShotReward, maxShotReward: Minimum and maximum amount of cash a cash register will drop when shot, default values are 20 (min) and 60 (max). minEmptyReward, maxEmptyReward: Minimum and maximum amount of cash a player will get from emptying a cash register by pressing interaction key in front of it, default values are 70 (min) and 120 (max). cashLife: Milliseconds a cash drop from a cash register will stay for, default value is 30000. (30 seconds) cashRegisterCooldown: Milliseconds that need to pass before a cash register is available for robbery again, default value is 300000. (5 minutes) createBlips: Whether cash registers will have a blip/icon on the map, default value is true. Notes Emptied cash registers won't open like in the video, it was removed due to the issues it caused. You'll see a red "Robbed" label instead. Shooting at the cash registers without aiming in first person mode can be inaccurate at times. Since this resource hides the game's cash registers, if you play on a server that uses this resource then connect to a server that doesn't use this resource without restarting GTAV, cash registers will most likely be invisible. Credits to GTA Wiki for the preview image. Available on GitHub: https://github.com/root-cause/ragemp-cash-registers
    1 point
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