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https://github.com/root-cause/v-clothingnames https://github.com/root-cause/v-clothingnames-singleplayer Just read the README.md on GitHub and have fun...1 point
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Version 0.0.1
10439 downloads
Custom character creator resource, use /creator to access it. Installing Put the files you downloaded in their respective places Download & install NativeUI if you haven't yet, this script needs it Add require('charcreator') to client_packages/index.js All done Notes There might be bugs here and there especially on clientside The code is pretty messy right now, will be improved in the future1 point -
Version 1.1.0
256 downloads
This dlcpack adds some of the MkII weapon components to normal weapons, basically recycling content. Installing Place "morecomponents" folder into "ragemp_server_files/client_packages/dlcpacks/" If you don't have the dlcpacks folder there, make one. You might need to restart the game after downloading the DLC for the first time. To prevent this issue, put "morecomponents" folder into "ragemp_installation/client_resources/YOUR SERVER IP:PORT/dlcpacks/" If you don't have the dlcpacks folder there, make one. Additions - SMGs Micro SMG: - Holographic Sight (COMPONENT_AT_SIGHTS_SMG) - Muzzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) SMG: - Holographic Sight (COMPONENT_AT_SIGHTS_SMG) - Muzzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) Assault SMG, Combat PDW: - Holographic Sight (COMPONENT_AT_SIGHTS_SMG) Machine Pistol: - Muzzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) Mini SMG: - Suppressor (COMPONENT_AT_PI_SUPP) - Muzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) Additions - Shotguns Pump Shotgun, Assault Shotgun, Bullpup Shotgun: - Muzzle Brake (COMPONENT_AT_MUZZLE_08) Heavy Shotgun: - Holographic Sight (COMPONENT_AT_SIGHTS) - Muzzle Brake (COMPONENT_AT_MUZZLE_08) Additions - Rifles Assault Rifle, Advanced Rifle: - Holographic Sight (COMPONENT_AT_SIGHTS) - Muzzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) Carbine Rifle, Special Carbine, Bullpup Rifle: - Holographic Sight (COMPONENT_AT_SIGHTS) Additions - LMGs MG, Combat MG: - Holographic Sight (COMPONENT_AT_SIGHTS) - Flashlight (COMPONENT_AT_AR_FLSH) Additions - Sniper Rifles Sniper Rifle, Heavy Sniper: - Night Vision Scope (COMPONENT_AT_SCOPE_NV) - Thermal Scope (COMPONENT_AT_SCOPE_THERMAL) Marksman Rifle: - Muzzle Brakes (COMPONENT_AT_MUZZLE_01 to COMPONENT_AT_MUZZLE_07) Notes Future GTAV content updates might break this dlcpack. Other than keeping it updated for future GTAV updates, I will not provide any support for this dlcpack.1 point -
Version 2.0
1340 downloads
This script allows developers to run and test their code while in game using their favorite code editor. Preview: https://streamable.com/3fz1ck Features: Executes the code once you save the file Auto destroys the old entities created by hotloader to prevent duplicated entities created and improve rapid developing. Auto destroy old event listeners created by hotloader (`let myEvent = new mp.Event('render', ()=> {})`) , read below. Runs code server-side (hotloader/server/*) Runs code client-side (hotloader/client/*) Note this is not meant to be used in in production. How to use: Drag all the folders into server root (place the packages folder into your server/packages, and the hotloader folder in the server root) in root/hotloader you can do your testing in client.js or server.js or you can create new files in the same directory. You have to save the file to apply the chagnes. Auto entity/event remover is activated only when you declare entities with let/var in the main scope (not in if statements or functions) For events dont use mp.events.add, rather use `let myEvent = new mp.Event('eventName', function)` so hotloader can kill the event listener1 point -
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
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Version 1.0.0
396 downloads
This is a public release of the object editor used on the Mafia City Roleplay server. Usage client-side: let obj = mp.objects.new(mp.game.joaat(model), new mp.Vector3(position.x, position.y, position.z)); mp.events.call('objecteditor:start', obj.id); mp.events.add('objecteditor:finish', (objId, pos, rot) => { if(obj.id == objId) { // send pos and rot to server and save or do whatever. return; } }); Github Link: https://github.com/Ahmad45123/ragemp-objecteditor1 point -
https://wiki.gtanet.work/index.php?title=Setting_up_the_Bridge_on_Linux/Windows1 point
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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
