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Showing content with the highest reputation on 05/27/22 in Files

  1. 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
  2. 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/MapEditor
    1 point
  3. 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 GitHub
    1 point
  4. 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 Typescript
    1 point
  5. 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
  6. 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
  7. 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
  8. Version 0.0.2

    708 downloads

    Just a proof of concept! No support available! Pawn implementation for RAGE.MP Loads Pawn scripts built for RAGE.MP and most SA-MP plugins. Source code: GitHub repository
    1 point
  9. 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
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