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Showing content with the highest reputation on 01/19/23 in Files

  1. Version 1.0.0

    1867 downloads

    INFO: The forum version is NOT being updated, so for the newest version head over to GitHub or read about it here: --> https://www.gta-roleplaymode.com/ --> https://github.com/Andreas1331/ragemp-roleplay-readme After being affiliated with other gaming communities as a developer I decided to try and create my own gamemode from scratch. The plan was however never to start up my own server, but rather release my take on a roleplay gamemode where I could try out things my way. The project is written in C# server-side and JavaScript client-side. At the current state the following is implemented: Account system with CEF login screen Dynamic animation system with proper player positioning Character system that allows for as many characters as you wish linked to an account Advanced inventory & item system with item bases saved in the database Inventory menu using CEF Database system utilizing Entity Framework for ORM querying Multiple providers included out of the box (PostgreSQL, MySQL or InMemory) Clothing customizer using CEF Vehicle tuning using CEF System for interacting with any object in the gameworld Interactionwheel to interact with objects and perform actions Binding server-side actions to keystrokes from clients Playable roulette with multiple players and more ... I originally began development in 2021 and abandoned the project again due to time constraints, and I'm revisiting the project once in a while whenever I have the time for it. Also note that some references to SVG (specifically for item icons) files will be null pointers as the files are removed. This is due to copyright, even though they are free for commercial use I've removed them and you'll have to include your own. The setup in Visual Studio abstracts away some of the tedious tasks, such as moving client files written in Javascript into the server folder everytime you wish to test something. This is achieved using post build commands inside Visual Studio to copy the files into wherever you have your server folder located. By default the project is using an InMemory Database Provider for Entity Framework so you do not have to setup any dedicated database to get started. Automation for copying the project after compiling is also done using post build commands, and every dependency is moved to the Rage runtime folder. Get access at the GitHub repository here: https://github.com/Andreas1331/ragemp-roleplay-readme
    1 point
  2. Version 1.0.0

    697 downloads

    A Javascript remake of https://rage.mp/files/file/461-c-player-location-display/ (all credits go to him) Hey! This is my first resource that I am publicly releasing. For you all, I have ported the C# Player Location Display (https://rage.mp/files/file/461-c-player-location-display/) into JS. Install Place `/street` into your server's client_packages directory, then add `require("./street/index.js");` to client_packages/index.js I know the code isn't the best optimized, please feel free to open a pull request on GitHub. GITHUB: https://github.com/realdiegopoptart/ragemp-pld
    1 point
  3. Version 1.0.0

    345 downloads

    Simple script to get dimensions of any entity (object, vehicle, ped), center of entity and corners. Also you can draw bounding box.
    1 point
  4. Version 1.0.0

    1112 downloads

    Hello, this Electrician job was made last night, in an effort to get to understand the more complex and the workflow for RageMP, i find it really interesting and i'm looking for your feedback. How does it work: You will get a blip on the map If you get there, you need to talk to the Electrician guy to hire yourself and get the garage access to spawn vehicles Once you get in range for the Garage blip, you need to press `E` to spawn the job vehicle and to get missions to go to: There is implemented an "inaccesible" script, that you can just be around the general entrance area, and you get teleported to the exit and the same for exit: Once you get inside, you can go to the mission to repair the electric panel: I do custom work and take script requests, feel free to message me: krane#2890 on discord
    1 point
  5. Version 1.0.0

    64 downloads

    The actual file is too big for RageMP, and is instead hosted on Git LFS. You can get it from my Github repository at https://github.com/Andreas1331/ragemp-gtav-heightmap The repository contains a helpful file with Z-heights for any given X,Y coordinate in GTA:V. I originally wrote a client-side script in JavaScript back in 2018 that would teleport the player in a grid pattern and grab the heights around him using: entity.getHeight(X, Y, Z, atTop, inWorldCoords); from https://wiki.rage.mp/index.php?title=Entity::getHeight This is not perfect, and I'm pretty sure that there exists proper height maps that would produce the same or something of higher quality. All heights are within a bounded box with a lower left point and upper right point in world coordinates: LOWER LEFT: (-4100,-4300) UPPER RIGHT: (4300, 7825) This covers the land of San Andreas and must of the surrounding waters. Beaware that some heights might be 0, but my experience is that this is only a few of them. To use: float height = GetHeightAtXY(goto.X, goto.Y); NAPI.Entity.SetEntityPosition(ply, new Vector3(goto.X, goto.Y, height));
    1 point
  6. Version 1.1.0

    148 downloads

    This resource adds a simplified system for creating HTML browsers, as well as other features such as forcing the cursor to display. Requirements RAGE Multiplayer 1.1 and above. Installing Put the folder into 'client_packages' (client_packages/easycef). Add require('easycef') to 'client_packages/index.js'. Clientside API /** * Creates Browser and pushes it into instances array with given parameters. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} browserPath Browser Path / starts from client_packages (example: "testcef/index.html"). * @param {bool} forceToCursor Forces the game to display the cursor, even if the player can disable it until the browser is destroyed again. */ mp.game.app.createBrowser(browserName, browserPath, forceToCursor); /** * Destroys Browser and removes it from instances array. * @param {string} browserName Browser identifier (example: "TestBrowser1"). */ mp.game.app.destroyBrowser(browserName); /** * Returns searched browser exists or not. (Available as of version 1.1.0) * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {bool} True if exists, otherwise false. */ mp.game.app.browserExists(browserName); /** * Switches browser (destroys old browser and creates new one with same name). * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} newPath Browser Path / starts from client_packages (example: "testcef/index.html"). * @param {bool} forceToCursor Forces the game to display the cursor, even if the player can disable it until the browser is destroyed again. */ mp.game.app.switchBrowser(browserName, newPath, forceToCursor); /** * Reloads the browser. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {bool} ignoreCache True to ignore cache. */ mp.game.app.reloadBrowser(browserName, ignoreCache); /** * Calls JavaScript code inside the browser. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {string} codeToExecute JavaScript code to be executed in browser. */ mp.game.app.executeClientFunction(browserName, codeToExecute); /** * Set cursor in a specific browser forced or unforced. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @param {bool} force True to force the cursor to be there. */ mp.game.app.setCursorForced(browserName, force); /** * Returns is the cursor forced in browser * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {bool} True if forced, otherwise false. */ mp.game.app.isCursorForcedInBrowser(browserName); /** * Returns is a cursor forced in any browser. * @return {bool} True if any cursor is forced, otherwise false. */ mp.game.app.isAnyCursorForced(); /** * Returns the specified item. * @param {string} browserName Browser identifier (example: "TestBrowser1"). * @return {object} The function will return nothing if browser does not exist. */ mp.game.app.getBrowserObject(browserName); Notes With 'isAnyCursorForced' you can work for example by checking in your cursor keybind function if a cursor is forced in any CEF. For any error messages or questions: Feel free to write me on Discord: мαяνιη.#9554 Not all RAGE browser functions are implemented yet, should be relatively easy to add, maybe an update will come soon There is a 'better cursor' system implemented that automatically shows the cursor if there is a browser that forces it. If you want to disable it and build your own, just set 'isBetterCursorEnabled' in the file to false. If you want you can check my GitHub Repository: https://github.com/sckindvl/easycef
    1 point
  7. Version 1.0.0

    172 downloads

    This resource allows you to setup interactive wheels with actions hooked to the slices presented in the pie - all from server-side. Once you have it ready you can display it to the player. It is made possible using the wheelnav.js library by Software Tailoring that eases development of interactive wheels and are highly customizable. I wrote a C# wrapper to control when to display the wheel and hooked server-side actions to each slice in the wheel. This was initially created as a feature for a larger gamemode that will become available at my GitHub later. My idea was to have one primary wheel from where subwheels could spring from. It is not necessary to create subwheels, but you can simply fill it with slices with actions hooked. The wheel will automatically close and destroy itself when the user releases the designated key that you supply when instantiating the primary wheel. Oh.. and the system also supports icons for the wheels. There's a lot free to use by wheelnav.js but you can also add your own. See the source-code to see how. How to install To get started move the GenericWheel-Client folder to your client_packages and ensure you have included the GenericWheel-Client/js/index.js in your own index.js. You'd probably also need to include the server-side files in your namespace. How to use 1) We first have to instantiate our primary wheel, and we supply it with id 0. The id will be used by subwheels to reference which wheel they will return to. var wheel = new PrimaryInteractionWheel(0, "My wheel", keyToBind: "c"); 2) Next, create a subwheel by instantiating an InteractionWheel. We then add this subwheel to the list of subwheels on our primary wheel. The primary wheel now knows of the subwheel and will be able to navigate to it. var extraWheel = new InteractionWheel(1, "Walkingstyle"); wheel.AddSubWheel(extraWheel); 3) Now that we have our primary and subwheel set up we will create two slices for our primary wheel. One will be a simple action slice that takes an Action which will be invoked if the user clicks on the slice. The other slice is used to open subwheels. We supply that slice with the id of our subwheel. var slices = new List<object>() { new WheelSliceAction("icon.play", () => player.SendChatMessage("You pressed on a play icon slice")), new WheelSliceSubMenu("icon.list", extraWheel.ID) }; wheel.Slices = slices; 4) We will now add a few slices to our subwheel. Notice that we also add a WheelSliceSubMenu to our subwheel itself in order to give the user the opportunity to navigate back to our primary wheel. var extraSlices = new List<object>() { new WheelSliceAction("Normal", () => player.SetSharedData("walkingStyle", "Normal")), new WheelSliceAction("Brave", () => player.SetSharedData("walkingStyle", "Brave")), }; extraSlices.Add(new WheelSliceSubMenu("icon.arrowleft", wheel.ID)); extraWheel.Slices = extraSlices; 5) Finally we just need to call the display method of our primary wheel to show the user our wheel. wheel.Display(player); Demonstration There's a video demonstration on the GitHub readme for the project. The source code is available at Github https://github.com/Andreas1331/ragemp-wheelnav
    1 point
  8. Version 1.0.0

    661 downloads

    Hello! This is my first ever resource, hopefully I've done everything right. For you all, I have recreated the popular Player Location Display by Lt.Caine for RageMP with the help of codibez's streetLabel repo on GitHub. The code is in C# so you will have to activate C# in your server's conf.json if you haven't yet. Place both folders in your client_packages and you're good to go. Enjoy!
    1 point
  9. Version 1.1

    244 downloads

    In this User Control Panel, it is a completely new development. The xUCP is for all Roleplay Projects! Version V1.2 Changelog CSRF Login Token System CSRF Register Token System Small changes Download V1.2: https://github.com/eodclan/xucp/releases/tag/v1.2 Github: https://github.com/eodclan/xucp Main requirements: MySQL Server Webserver Php 8.x or newer Features requirements: Login & Register System Staff Tools ( User Changer, Playerlist, News Creator ) Language System ( English & German ) Support System Profile Changer My Character Site Settings Feature Client & Server and more
    1 point
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