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Version 1.0.1
355 downloads
Get the latest release always from: https://github.com/test137E29B/RPF-Packager/releases A utility for automatically creating RPF files for Map Mods. This will not work for vehicle mods (yet) This tool uses PKG for NodeJS, so you will not need to install everything. Usage (from GitHub README file): In the input folder, create a folder with the name you want your DLC Pack to have, for example MYDLCPack. This has to be unique as it'll be used as the DLC hashname etc. In your newly created folder, create a folder called interior (or int). This is where you will place all your files for MLO Interiors. Do not place non-MLO files in here. In your newly created folder, create a folder called props. This is where you will place all your files for regular maps (such as ymaps in the world). Do not place MLO interior files in here. You will need a correctly generated _manifest file no matter which you are using, you can create this with CodeWalker. Run index.exe to package your DLC Pack (You can create multiple folders and package multiple DLC Packs at once!). The Max size of this DLCPack is 4GB - you can package multiple packs together in a single DLCPack if you like! In output you will find your folder with a dlc.rpf inside of it. The tool will have automatically generated all the files it needs, so you do not need to edit this rpf! It doesn't work and crashes! Make sure you have a valid _manifest file - you can create one in CodeWalker. Without this file, the DLCPack will either crash or not load. Other issues causing crashes are usually the map, and not the DLCPack structure created by this helper. -
Version 1.0.0
509 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 -
Version 2.0
1323 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 listener -
Version 1.0.0
1038 downloads
n0minal's Interior Browser Hello Dear Ragers, Today I bring you guys a simple - but useful - browser for interiors to preview. I spent something like ~2 hours to make it, so it might contain bugs, if you find a bug please post it in here or contact me by PM and I'll fix it as soon as possible. Commands ⌨️ There are two commands (and binds for it): /interior (or shortened: /i): Loads the Interior Browser menu, in which you can interact and select an interior to preview. /leave (or shortened: /l): Leaves the current interior and gets teleported back to your first position when you called the browser for the first time. The Script 📰 Download the .zip file and extract it inside your client-packages folder, after that, create (or edit) a index.js file in your client_packages root folder with the following content: //requires interior-browser package require("interior-browser"); and you're ready to go! Github Link: https://github.com/n0minal/interior-browser That's all, See you on the next release! -
Version 1.0.0
202 downloads
Hello everybody. I was recently introduced to ArchiveFix, which is being used to fix Archives, so we can use them on RageMP. It was a hassle, dragging every single .rpf onto the Application for each Mod, so I created a little Helper Tool for this use case. It's Open Source and Contributions are welcome. I'm currently thinking about looking for a way to automate Archive Unpacking/Repacking aswell. Source Code: GitHub Repository - AutoAffix README.md: GitHub - AutoAffix README.md Have fun with the Tool and if you encounter any Bugs, feel free to report them. Please read the README.md so the Tool can work as intended! -
Hello Everybody. I was recently introduced to ArchiveFix, which is being used to fix Archives, so we can use them on RageMP. It was a hassle, dragging every single .rpf onto the Application for each Mod, so I created a little Helper Tool for this usecase. It's Open Source and Contributions are welcome. I'm currently thinking about looking for a way to automate Archive Unpacking/Repacking aswell. GitHub Repository - AutoAffix Have fun with the Tool and if you encounter any Bugs, feel free to report them. Please read the README.md so the Tool can work as intended!