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Version 1.0.0
5865 downloads
(Converted from GT-MP 31 MAY - Originally created 7 APR) I decided to convert my old resource to provide examples for others as well as learn the new API of RageMP. A simple approach to an admin system that makes use of JSON instead of a common SQL Database. Keep in mind this is nothing but a simple admin system to inspire someone else or continue to work on. There's plenty of commands missing if you intend to fit it to your own gamemode. I will mention that the ban system could use more work. At the moment it's easy to bypass seeing it's only based on the socialClubName of a player. Anyway, it's just an attempt at messing around a bit with JSON. If you're going to create a larger system I'd advice doing it differently. To alter your admin level, first register ingame and open up your JSON file. In the file you'll see your admin level that can range from 1-5. 1 being Junior & 5 being defined as Mangement. Command Description /login [password] Used to login to your admin account and gain access to the commands. /register [adminName] [password] Used to register an admin account. Currently there's no restrictions to prevent everyone from doing so. /ahelp Will display all commands avaliable to admins. /mute [target] Mutes the player and makes him unable to use the chat. /unmute [target] Unmutes the player and allows him to use the chat again. /spawnwep [wepName] [ammo] Creates a weapon and gives it to yourself with 9999 ammo unless specified otherwise. /spawncar [vehicleName] [color1] [color2] Create a vehicle and places you in the driversseat. Uses default color 1 unless specified otherwise. /setkevlar [target] [amount] Gives the target the desired amount of armor. /sethealth [target] [amount] Gives the target the desired amount of health, unless the target is dead. /goto [target] Teleports you to the target's position. /gethere [target] Teleports the target to your position. /kick [target] [reason] Simply kicks the player from server and display a message for everyone to see. /ban [target] [reason] Kicks the player and creates a ban file with the specified reason.1 point -
Version 0.3
4706 downloads
NEW VERSION: Version 0.3 - March 22nd, 2018 Changelog(0.3) -Support for 1.43 added. This resource also supports 1.41 and 1.42. -Added freeze/unfreeze ability for objects. (Use this on doors. Just press F to toggle) -Fix duplication bug. Changelog(0.2.2) -Fix "mobj" command with string/number hash detection. Changelog(0.2.1) -Fix crash when trying to dupe map hashes. Changelog(0.2) -Dupe function (Right click objects and you can place the same object again) (Works on non-editor objects). -Hash checker (Look at any object on the map, not just editor objects to check their hash). -Auto adjustement in placement stage. Right click to automatically rotate/position object on the ground. -Scroll improvement by loading models ahead of time. -Other fixes. -Some code restructure thanks to mtz64. Changelog (0.1) -Initial Release Yes there are lack of features or some bugs, 0.1. Make bug reports/suggestions if you have any. **Note that your current edit is autosaved every 30 seconds. To load it call '/mload autosave'. (Yes I know commands throw "Command not found". Ignore it for now) There are roughly 50,000 objects. The list needs a bit of cleaning but it includes many new objects not seen before such as sections of the map. Installation: Drop the "MapEditor" folder inside the "client_packages" folder into your own "client_packages" folder. Merge the index.js file found inside "client_packages" with your own. Drop the "MapEditor" folder inside the "packages" folder into your own "packages" folder. Usage: To start/exit the editor press F2. (NOTE THAT OBJECTS CURRENTLY IN EDIT MODE WILL REMAIN ON THE MAP. USE /mclear) Press 1 for Selector Mode (You can click on objects, or click off to deselect) Press 2 for Object Placement Mode Press 3 for Adjustment Mode Press ENTER to save objects inside Adjustment Mode. Press SPACE to rotate objects by 90 degrees in Object Placement Mode. WASD to move around. E and Q to move up and down. Shift to speed up movement, control to slow down movement. Ctrl + Z to undo object creation, Ctrl + Y to redo it. This only applies to object creation for now. Controls are defined on the screen for you. Mostly point, click, and drag. Commands: (Yes, commands in 2018, stop crying until I make some UI framework) /msave [name] - used to save your map /mmaps - used to see what maps you have saved in your session /mload [name] - used to load a map (you can load/deload as many maps as you want) (it is synced) /mdeload [name] - used to deload a map if it is loaded (not if it's in edit mode) /mlmaps - used to see what maps are loaded (That's an "L" not an "I") /medit [name] - used to edit a map (it will load in client sided only and you can edit it) /mclear - used to clear your current edit /mindx [index number] - used to set the list index since it is a huge list /mobj [name of hash] - used to spawned a specific object by name API: LoadMap(name); DeloadMap(name); SaveMap(name, data); DO NOT PASS IN THE "_map.json" EXTENSION. THAT IS HANDLED ON ITS OWN. ONLY PASS THE NAME YOU SAVED IT AS. Ex. /msave map1 - will save it as map1_map.json. To load it call /mload map1 or LoadMap("map1"); https://github.com/DisapprovedByMe/MapEditor1 point -
Version 1.0.0
2350 downloads
This is the full gamemode & source code for the OwlGaming Grand Theft Auto V Roleplay server for RAGE:MP. Features include, but are not limited to: Account system, character creation, factions, gang tagging, vehicle systems, casino games, realistic inventory system, weapons systems, drugs systems, and much more! You can find the gamemode on GitHub1 point -
Since the recent EAC update a fairly decent chunk of players I know on RAGE are facing major performance issues. FPS loss, freezes, game crashes, and textures loading very slowly (sometimes upwards of a minute) are a frequent occurence since this patch even with good hardware specs. Here is footage of my current RAGE:MP gameplay, several of my Discord friends said they also have a similar experience: Besides this, the server we play on very rarely sees instances of hacking. Bans for hackers are fairly rare and few cases happen. I understand that the system is currently in testing, however, different servers on RAGE may not necessarily benefit from an anticheat besides newer servers that desire an easy, early solution to prevent hacking. Many common hacking issues are easily solved with server-side events that can be used to check for things like weapons being spawned in that were not acquired properly through the server's script. What I would like to suggest is the ability for server owners to opt-in to EAC through conf.json. If enabled, the RAGE:MP launcher will load EAC, otherwise the game will launch without it. This could follow a similar process as to how connecting to 0.3.7 and 1.1 servers would work, where RAGE launched different launchers depending on the version of the server you connect to. A different launcher would not be needed in this case, simply, the EAC process would either be invoked or not depending on the server-side config. I understand this system is in testing and is due for improvements, however I believe this would be beneficial for many servers that might not need an anticheat due to existing server side script checks that are implemented.1 point
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Version 1.0.0
471 downloads
This gamemode is not finished and will never be. It may contain bugs and other problems. Github repository: https://github.com/LightSquare0/ragemp-carsgm Basic racing gamemode with key features: Login system Basic admin system Race hosting Real time race participants positioning Race creator (rudimentary) React interfaces to help ease the interaction Stack: Serverside - C# (.NET 6) Clientside - JS CEF - React with Typescript1 point -
Version 1.0.0
411 downloads
Hello again, Ragers. This minigame is the same as the one in the base game heists. It's purely scaleform, and no CEF. (Thanks to Develuxe for C# version) Simply put this into client_packages, and add this to your index.js: require('./CircuitBreaker'); It has three events: CircuitBreakerWIN - This event is called on the client when the client player has successfully won the minigame CircuitBreakerLOSE - This event is called on the client when the client player quits, or fails to complete the minigame CircuitBreakerStart - This event is callable on the client (from server with player.call), and is used as follows: // Lives (any number), this number is the total amount of lives for all levels // Difficulty (0-4), where 0 is easiest and 4 is hardest // Level Count (1-6), how many levels have to be completed player.call('CircuitBreakerStart', /* lives */ 3, /* difficulty */ 1, /* level count */ 2);1 point -
Version 1.0.0
231 downloads
Minigame from the original heist update, done with scaleform without CEF. Installing: Put all files in client_packages\cs_packages\ To call that script: Event name: CircuitBreakerStart Event args: Count of Lives (1 - 10) Difficulty Level (0 - 4) (0 is beginner, 4 is expert) Levels to complete (1 - 6) C# Server Example: player.TriggerEvent("CircuitBreakerStart", 5, 1, 6); Game results events: CircuitBreakerWIN - is called at client side, when player succeed at all levels, no args. CircuitBreakerLOSE - is called at client side, when player quits (Q button) OR lost all his lives, no args. If you are using JS client side: You need to create 2 events (described above) at your client side to catch game results. If you are using C# client side: You can just modify 2 methods inside Main.cs, which already contains both methods to catch game results. Minigame Preview, done on this system:1 point -
Interiors and Locations Credits to CodeWalker (dexyfex and contributors) and GTA V Script Decompiler (zorg93) for providing the tools to get this information. Also big thanks to HeySlickThatsMe for letting me know of islandhopper.meta Cayo Perico Island Unlike other places Rockstar added, this location is loaded via its own native. (0x9A9D1BA639675CF1) Said native hides the original map so only use it when players are going to the island. You can check this example script: let g_bIslandLoaded = false; mp.keys.bind(0x72 /* F3 */, false, () => { g_bIslandLoaded = !g_bIslandLoaded; mp.game.invoke("0x9A9D1BA639675CF1", "HeistIsland", g_bIslandLoaded); mp.game.invoke("0x5E1460624D194A38", g_bIslandLoaded); // for island map in pause menu and minimap mp.gui.chat.push(`Island ${g_bIslandLoaded ? "loaded" : "unloaded"}`); }); (you might want to use 1 and 0 instead of true and false in clientside C#) Position: new mp.Vector3(4840.571, -5174.425, 2.0); IPLs (optional): Most of the time, you won't need to use these as they seem to be for making different heist scenarios. (some aren't even for heists but for the island itself) You can totally skip this section. https://gist.github.com/root-cause/068b4060d3a75151da2f33db0d06695e Submarine Position: new mp.Vector3(1561.562, 410.45, -48.0); Entity Sets/Interior Props: entity_set_acetylene entity_set_brig entity_set_demolition entity_set_fingerprint entity_set_guide entity_set_hatch_lights_off entity_set_hatch_lights_on entity_set_jammer entity_set_plasma entity_set_suppressors entity_set_weapons Casino Nightclub Position: new mp.Vector3(1550.0, 250.0, -48.0); Entity Sets/Interior Props: EntitySet_DJ_Lighting dj_01_lights_01 dj_01_lights_02 dj_01_lights_03 dj_01_lights_04 dj_02_lights_01 dj_02_lights_02 dj_02_lights_03 dj_02_lights_04 dj_03_lights_01 dj_03_lights_02 dj_03_lights_03 dj_03_lights_04 dj_04_lights_01 dj_04_lights_02 dj_04_lights_03 dj_04_lights_04 int01_ba_bar_content int01_ba_booze_01 int01_ba_booze_02 int01_ba_booze_03 int01_ba_dj01 int01_ba_dj02 int01_ba_dj03 int01_ba_dj04 int01_ba_dj_keinemusik int01_ba_dj_moodyman int01_ba_dj_palms_trax int01_ba_dry_ice int01_ba_equipment_setup int01_ba_equipment_upgrade int01_ba_lightgrid_01 int01_ba_lights_screen int01_ba_screen int01_ba_security_upgrade int01_ba_style02_podium light_rigs_off Island Vault This one isn't really special but it has entity sets so I've decided to include it, the island office is also right above this place. Position: new mp.Vector3(5012.0, -5747.5, 15.0); Entity Sets/Interior Props: bonds_set files_set panther_set pearl_necklace_set pink_diamond_set tequila_set1 point
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Version 1.0.0
1131 downloads
This resource adds a light control menu to toggle the state of various lights in GTA V. Use /lcmenu command to access the menu. Since this is a new feature of RAGEMP, light IDs don't have names/descriptions yet. (Maybe people will document them later, who knows...) You might also want to check the screenshots for a preview of various light states. Installing Download & install the latest NativeUI if you haven't already, this script needs it Drop the lightcontrol folder to your server's client_packages Add require('lightcontrol') to client_packages/index.js All done Q: "But I still have weird lights/fog around the city buildings?" See:1 point -
1 point
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Version 1.0.0
844 downloads
Kill your way to victory! Gun game is a gamemode where players start with powerful weapons and get less powerful weapons once they score enough kills to level up. Winning First player to go through all weapons/levels will win. Player with the highest level will win if round timer ends. Config The config file is located in packages/gungame/config.json. gameTimeSeconds: Length of a round in seconds. 600 by default which converts to 10 minutes. healthOnKill: How much health players will get for killing someone. 0 by default which means players won't get any health from killing. respawnTimeSeconds: Seconds a player needs to wait for respawning. 8 by default. restartTimeSeconds: Seconds players need to wait before a new round begins. 10 by default. Loadouts The loadouts file is located in packages/gungame/loadouts.json. It's a JSON file with each loadout as an array. Each loadout array must contain at least one valid loadout item. Loadout items must have: Weapon: Weapon hash key as string, such as WEAPON_PISTOL. (Weapons list) Name: Human readable name of the weapon, such as Pistol. KillsForNext: Amount of kills a player need to get with this weapon before upgrading to the next one. (player will be declared winner if this item is the last in the loadout) Example Loadout (RPG > Minigun > Special Carbine > Heavy Revolver > Sawed-Off Shotgun > Machete, player needs 5 machete kills to win) [ { "Weapon": "WEAPON_RPG", "Name": "RPG", "KillsForNext": 1 }, { "Weapon": "WEAPON_MINIGUN", "Name": "Minigun", "KillsForNext": 1 }, { "Weapon": "WEAPON_SPECIALCARBINE", "Name": "Special Carbine", "KillsForNext": 1 }, { "Weapon": "WEAPON_REVOLVER", "Name": "Heavy Revolver", "KillsForNext": 1 }, { "Weapon": "WEAPON_SAWNOFFSHOTGUN", "Name": "Sawed-Off Shotgun", "KillsForNext": 1 }, { "Weapon": "WEAPON_MACHETE", "Name": "Machete", "KillsForNext": 5 } ] Maps Map files are located in packages/gungame/maps/. Maps must have: CenterOfMap: An object that has x, y, z and radius properties. This is used for defining game area and respawning players around the game area. SpawnPoints: Array of objects that has x, y, z and a (angle/heading) properties. This is used for spawning players for the first time in the map, like when they connect the server or when a round begins. Example Map (1 Spawn Point) { "CenterOfMap": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.17044067382812, "radius": 70.0 }, "SpawnPoints": [ { "x": -1126.168212890625, "y": 4952.76025390625, "z": 220.46249389648438, "a": 191.99134826660156 } ] } Maps also have optional properties such as: World: An object that has time and weather properties. --> time: An object that has hour, minute and second properties. --> weather: A string property that contains the weather ID. (Weather ID list) Props: Array of objects that has model, position and rotation properties. --> model: A string property that contains the model name. Example: prop_fire_hydrant_1 --> position: An object that has x, y and z properties. --> rotation: An object that has x, y and z properties. Example Map (Night, Rainy Weather with 1 Prop) { "World": { "time": { "hour": 2, "minute": 0, "second": 0 }, "weather": "RAIN" }, "CenterOfMap": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.17044067382812, "radius": 70.0 }, "SpawnPoints": [ { "x": -1126.168212890625, "y": 4952.76025390625, "z": 220.46249389648438, "a": 191.99134826660156 } ], "Props": [ { "model": "prop_fire_hydrant_1", "position": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.05 }, "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } } ] } Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-gungame Have fun!1 point
