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Showing content with the highest reputation on 10/25/21 in all areas

  1. Eternal believe it or not is my first rp server. I had started playing around the time of launch. It's been a really adventous ride with may lessons and massive growth as a server and community. With every snag in the machine of life that's thrown our way we still all manage to make the best times with it. Eternal has a warm hearted community and so much potential for growth and endless creative ideas to make the Role play scenerio taking place more authentic. This server clicked with me and honestly I don't plan to leave, this server will always have a big place in my heart and all my appreciation. Times have been fun, bonds have been made, stories we all write together and put every bit of creativity into have flourished with fun. Eternal is a server that connects with the rp experience like never before. I wouldn't have it any other way. Thank you to the staff, and to the community for just being amazing in everyway. This server is so worth it to me honestly. 🥰
    2 points
  2. 500 hours plus on this server, Has amazing people and great staff. updates every week with new features. Great systems for making money!! and has peds!
    2 points
  3. Version 1.0.0

    932 downloads

    Car broke down on you? np. Github Repo & Readme Tested on 1.1 Usage: X - Ramp up/down LSHIFT - Pull Car/ Detach Car (align the ramp with the car then press to pull)
    1 point
  4. Version 1.0.0

    522 downloads

    I recently needed a polygons library like this for my gamemode to define some companies, houses, gangzones and other kind of establishments boundaries, so I decided to create this resource previously based on abmn's zone manager, but the code was terrible and I decided to rewrite my own from scratch and improving the functionality. Basically you'll be able to create any kind of colshape you want, without worring about combining colshapes to fit your needs, you can just define the points and the height of the shape and it'll be created easily! You can set boundaries for houses to move furnitures, for companies to accomplish the job, for mountains in hunting animals scripts and anything else your creativity takes you, just use it! Demos https://streamable.com/w7l4h6 https://youtu.be/OxSPcVQrWrY Advantages The main advantages of using this resource instead of abmn's are: These polygons are dynamic, you can modify, move, rotate, basically do anything to the polygon vertices array in real time and it'll work instantaneously, updating the collisions with players. This script is way more optimized and lightweight than the other version. You can choose the color for the lines of the polygon and set them visible or not by just modifying the polygon `visible` property. This script supports different kind of heights for detecting collision (eg.: slopes), it's accurate (may not work as you think it should depending on the slope degree and the polygon height), and supports even colshapes for mountains. You can add more vertex at any time you want to existing polygons, by just pushing a new vector3 position to `polygon.vertices` array. API Functions /* Creates a new polygon and return it's instance */ mp.polygons.add(vertices: Vector3Mp[], height: number, options = { visible: false, lineColorRGBA: [255,255,255,255], dimension: 0 }): Polygon /* Removes a polygon */ mp.polygons.remove(polygon: Polygon): void /* Check if a polygon exists */ mp.polygons.exists(polygon: Polygon): boolean /* Check if a position is contained within a given polygon */ mp.polygons.isPositionWithinPolygon(position: Vector3Mp, polygon: Polygon): boolean /* Examples */ // Creating a new polygon const polygon = mp.polygons.add([new mp.Vector3(10, 10, 5), new mp.Vector3(15, 15, 5), new mp.vector3(5, 5, 5)], 10, { visible: false, lineColorRGBA: [255,255,255,255], dimension: 0 }); // Set the polygon lines visible polygon.visible = true; // Modifying a polygon height polygon.height = 100; // Modifying a polygon color (RGBA) polygon.lineColorRGBA = [255, 155, 0, 255]; // Modifying a polygon dimension polygon.dimension = 30; /* Events*/ // Event called when player enter a polygon (clientside) mp.events.add('playerEnterPolygon', (polygon) => mp.gui.chat.push(`You entered the polygon ${polygon.id}!`)); // Event called when the local player leaves a polygon (clientside) mp.events.add('playerLeavePolygon', (polygon) => mp.gui.chat.push(`You left the polygon ${polygon.id}.`)); How to install Download the zip folder Extract it on your clientside folder Require the index file from the polygons folder. Enjoy it! See you on the next release! - n0minal
    1 point
  5. 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
  6. Oh EternalRage..... The Things I Can Say. Let me start out by saying thank you to the staff. What a team to have from Owner/Developer to Coders to Support Staff and everyone in-between. These folks and this community have changed both my stream and my life in ways unimaginable. I started MY FIRST role-playing game ever, other than Dungeons and Dragons when I was a kid, HERE at EternalRage and may I say I couldn't be happier to be apart of the journey with the team. Every since I have been a part of this wonderful server they have done nothing but be responsive to problems and systematic in solving SAID problems. This teams clearly wants what is best for THE COMMUNITY: A good level of role-playing, A kind community, and players who are willing to speak up and learn. This being said it isn't about what they want but what they execute in their methodology. This team could easily kick or ban players who don't agree with some of the rules or mindset but instead they ask for growth and provide you with that opportunity. Its a lost art for those managing things to care about the people below them and this team SHINES like a diamond in the rough. Okay enough of the boring mushy part . This server to me is a cold water bottle after a hot summers day. Its the campfire on a cold winter's night (some of you will get what I did there). This server has become home to me. With nonstop development from THREE not 10 or 20... but 3 absolutely dedicated individuals this server could hold its own amongst any others in my opinion. This team has shown nothing but respect for its players in my eyes, from removing players murdering each other without any sense of the word roleplay to increasing quality of life bits like adding a /phonenumber chat command so we dont have to dig through our phones. As well as making pedestrians work and adding boats from the players requests. I say this from the bottom of my heart when I say this team can do anything they put their minds to! -Your Friend LaughingGrassLouie :)
    1 point
  7. Server updates and development are insanely rapid, never been part of a community where there's changelogs almost daily and new content being put out every few days. Fun things to do and the staff team are ever so kind in helping out new players. Not sure what the guy above is talking about, the devs here have listened to every bit of feedback they've been given. While it seems like they do deny some requests its only in the better interest of the server, otherwise they'd have so many useless changes and additions that are not needed or imbalance things. The servers only been out for what, 2 months or so and of course some things seem to be lacking in certain areas but the RP quality is really well done. The management/admins seem to know what players want and have a lot of things scheduled. Pretty sure people wanted boat fishing and for the longest time it was denied, yet here we are with an update a few days ago that added boat fishing. You gotta try it yourself.
    1 point
  8. I'm never running out of new things to do with the nearly daily updates! The development of this RAGE server is like no other i've experienced.
    1 point
  9. Been part of the community since August 2020, very good experience with owner and staff and never had any issues personally. Everyone in the community is friendly and very welcoming to new players and the staff team is transparent and respectful. Playing on the server I have had nothing but fun, looking forward to the server getting bigger
    1 point
  10. Version 1.1.0

    573 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-detectors
    1 point
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