Administration tools, logging and anti-cheat.
이 폴더에는 스크립트 12개가 있습니다. 아래 탭에서 고르세요.
Free (included in JRS Core) jrs_admin
jrs core Admin - admin menu, security and the JRS Discord bot
| Resource | jrs_admin |
| Folder | [ADMIN] |
| Version | 4.19.1 |
| Author | jrs team |
| Depends on | /server:4890, jrs_character, jrs_core, jrs_inventory, oxmysql |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | 19,484 Lua lines |
Commands
/-jrsadminmenu/adm/adminmenu/barber/clearfx/clothes/clothing/cure/curedisease/deletecharacter/fixheight/fixmouse/fixscale/playerscale/setscale/stts/wardrobe
Exports
AllowEvent, ApplySavedPlayerScale, BankNotify, BankNotifyPlayer, CanUseScriptAdminAction, ExemptTeleport, FixPlayerScale, GetAdminGroup, GetAdminJobCatalog, GetAllPlayerSessions, GetDiscordServerTag, GetLegacySpoonerStorage, GetPlayerDiscordRoles, GetPlayerPlaytime, GetPlayerSavedScale, GetPlayerSessionInfo, HasAdminPermission, HasProtectedScriptAccess, HasScriptAdminAccess, IsAdmin, IsJRSAdmin, IsOwnerAdmin, IsScriptAdminOwner, IsServerOwner, IsUnsafeString, LogExternalAdminAction, Notify, NotifyPlayer, RequireAdminPermission, SetCharacterScale
Database tables
IF, jrs_admin_action_logs, jrs_admin_character_scale, jrs_admin_chat_messages, jrs_admin_custom_role_members, jrs_admin_custom_role_permissions, jrs_admin_custom_roles, jrs_admin_jail, jrs_admin_known_staff, jrs_admin_map_blips, jrs_admin_meta, jrs_admin_playtime, jrs_admin_report_messages, jrs_admin_reports, jrs_admin_security_alerts, jrs_admin_security_tokens, jrs_admin_server_state, jrs_admin_warn_history, jrs_admin_warns, jrs_player_bans
jail/config.lua - 옵션 6개#
General
| Setting | Default | What it does |
|---|---|---|
Jails |
table |
jails 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
ExitFromJail |
table |
exit from jail 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
jailed_player |
'You have been imprisoned by... |
jailed player 설정입니다. |
released_player |
"You were released from prison" |
released player 설정입니다. |
query_error |
"A database error occurred." |
query error 설정입니다. |
increase_time |
"Jail time increased by " |
increase time 설정입니다. |
Notes from the README#
# jrs_admin
RedM admin menu, security suite and Discord bot for JRS-framework servers.
## Requirements
- FXServer artifact `/server:4890` or newer (RedM)
- [oxmysql](https://github.com/overextended/oxmysql)
- `jrs_core`
- `jrs_character`
- `jrs_inventory`
- Node.js dependencies for the bundled Discord bot are already vendored under
`node_modules/`. If you ever need to reinstall them, run `yarn install`
(or `npm install`) inside this resource's folder — the only real npm
dependency is `discord.js`.
## Features
- Player admin actions (teleport, heal, freeze, spectate, kick/ban, warn,
inventory tools, job/level tools) with permission-gated tabs.
- Reports desk, staff chat, direct messages.
- Live Map with persistent admin blips and live player/security overlays.
- Security dashboard / anti-cheat alerts (movement, economy anomalies).
- Server Control (resource start/stop, console command relay, action logs).
- Role manager: DB-managed custom roles on top of the base Discord tiers,
optionally linked to a live Discord role.
- Discord bot: slash-command panel, per-category audit webhooks, boot report.
- noclip / spooner / jail / TX integration.
## Installation
1. Import `[SQL]/jrs_admin.sql` into your database.
2. Drop this folder into `resources/[ADMIN]/jrs_admin` (or any resources
folder) and add `ensure jrs_admin` to `server.cfg`, after `jrs_core`,
`jrs_character`, `jrs_inventory` and `oxmysql`.
3. Restart the resource (or the server).
## First-run configuration (do this before going live)
These files are intentionally left editable (not encrypted by Cfx escrow),
because every server needs its own values here:
- **`config/permissions.lua` -> `DirectAdmins`**: put **your own** Steam
identifier(s) here as `server_owner`. Remove any example/placeholder value
that ships with the resource — leaving someone else's identifier in this
table gives that identifier full owner access on your server.
- **`config/server_private.lua` -> `Discord.BotToken`**: create your own
Discord application/bot in the
[Discord Developer Portal](https://discord.com/developers/applications)
and paste **your own** bot token here. Never reuse a token that shipped
with the resource or that you've shared anywhere else — rotate it
immediately if you're unsure whether it's still private.
- **`config/server_private.lua` -> `Webhooks`**: optional, per-category
Discord audit webhook URLs.
- **`config/main.lua` / `config/permissions.lua`**: rank names, tab access,Paid (server only) jrs_anticheat
JRS Anti-Cheat: server-authoritative event and network abuse protection
| Resource | jrs_anticheat |
| Folder | [ADMIN] |
| Version | 2.2.0-jrs |
| Author | ramelgaming (original); repaired edition |
| Interface | No |
| Code size | 2,199 Lua lines |
Commands
/anti_entity_bans/anti_entity_spawns/anti_entity_unban
Exports
CheckRate, RegisterProtectedEvent, ReportViolation
Notes from the README#
# JRS Anti-Cheat — RedM Edition 2.1.1-jrs
## JRS changes (2026-10-02)
- Integrity challenges, resource-stop kicks and heartbeat audit start only after
the client's first heartbeat (download finished) — first-time players are no
longer kicked while downloading. `NeverLoadedKickMs` (15 min, counted from
`playerJoining`) kicks an in-world client that never starts jrs_anticheat.
- Resource-stop reports are re-checked after 4 s; players who simply quit are not
logged or kicked.
- `removeAllWeaponsEvent` is blocked only when the target is another player's
ped (scripts may strip NPC/bot weapons).
- Invincibility telemetry off by default (`ReportInvincibility`) and skipped in
safezones / while dead (state bags `inSafeZone`, `isDead`).
- `DiscordIgnoreCodes`: teleport and unknown-origin signals stay console-only.
- Unknown-entity auto-ban disabled; console spam off; MaxActive raised;
restart grace 180 s. Original zip: `_jrs/_backups/jrs_anticheat_2.1.0_orig_2026-10-02`.
JRS Anti-Cheat is a framework-independent security resource for RedM. It can
run alongside `jrs_core`, `jrs_inventory`, and other resources without changing
their database or framework APIs.
## Installation
1. Remove or disable the old `Anti-Injection` resource.
2. Copy this folder to the server and keep its exact name: `jrs_anticheat`.
3. Add the following lines to `server.cfg` before `ensure jrs_anticheat`:
'''cfg
add_ace group.admin jrs_anticheat.bypass allow
add_ace group.admin jrs_anticheat.inspect allow
add_ace group.admin jrs_anticheat.manage allow
ensure jrs_anticheat
'''
The ACE permissions provide the following access:
- `jrs_anticheat.bypass`: exempts trusted administrators from applicable
anti-cheat checks.
- `jrs_anticheat.inspect`: allows administrators to inspect entity-spawn logs.
- `jrs_anticheat.manage`: allows administrators to view and remove persistent
entity-spawn bans.
The administrator identifiers must already inherit `group.admin`. Restart the
entire server after installing or updating the resource.
No SQL installation or `screenshot-basic` dependency is required.
## Main Protection Layers
The resource includes server-side protection against:
- Ped, animal, prop, and vehicle spawn flooding.
- Excessive active scripted entities per player.
- Entities created too far away from their network owner.
- Explicitly denied entity models.
- Particle, projectile, and explosion flooding.
- Amplified explosion damage and camera shake.Free (included in JRS Core) jrs_death_logs
JRS Core death logs - who died, how and by whom, to the console and Discord
| Resource | jrs_death_logs |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | JRS TEAM |
| Depends on | jrs_core |
| Interface | No |
| Code size | Lua 957줄 |
Free (included in JRS Core) jrs_doorlocks
jrs core Doorlocks 6.2.0 - Native RedM prompts for door use AND door registration + jrs core access + restart-safe door state
| Resource | jrs_doorlocks |
| Folder | [ADMIN] |
| Version | 6.2.1 |
| Author | jrs team |
| Depends on | jrs_character, jrs_core, jrs_inventory, oxmysql |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | 9,914 Lua lines |
Commands
/-jrs_door_lockpick/-jrs_door_toggle/canceld/canceldoor/cancelselect/testjob
Exports
CancelSelection, ClosestDoor, CreateDoor, GetAPI, GetDoorId, IsPlayerRestricted, Notify, SetPlayerRestricted
Database tables
does, jrs_doorlock_audit, jrs_doorlock_characters, jrs_doorlock_items, jrs_doorlock_jobs, jrs_doorlock_parts, jrs_doorlocks
config/main.lua - 옵션 217개#
General
| Setting | Default | What it does |
|---|---|---|
Version |
"6.2.0" |
version 설정입니다. |
Locale |
"ar" |
이 스크립트의 인터페이스 언어(en 또는 ar)입니다. |
EnableDev |
false |
dev을(를) 켜거나 끕니다(기본값 false). |
Framework
| Setting | Default | What it does |
|---|---|---|
Framework |
table |
framework 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ CoreResource |
"jrs_core" |
core resource 설정입니다. |
↳ CharacterResource |
"jrs_character" |
character resource 설정입니다. |
↳ InventoryResource |
"jrs_inventory" |
inventory resource 설정입니다. |
↳ RequireCharacterReady |
true |
Requires character ready: true = 예, false = 아니요(기본값 true). |
↳ SyncRetryDelaysMs |
table |
Rehydrate the authoritative REDEMPIRE character/job after resource restarts and job changes. |
↳ InteractionRetryDelaysMs |
table |
interaction retry delays ms 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ RefreshIntervalMs |
15000 |
refresh interval ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ PreferDatabaseJob |
true |
Job authorization is resolved server-side from the selected REDEMPIRE character and canonical characters.job/jobgrade row. This survives doorlocks/core restarts. |
↳ CharacterTableCandidates |
table |
Support both the canonical REDEMPIRE table and older server installs that still use the historical jrs_chrachter table name. Values are server-owned only. |
↳ JobCacheMs |
650 |
허용 대상: job cache ms의 직업, 그룹 또는 권한입니다. |
↳ LoadDoorsBeforeCharacterReady |
true |
Door world state must load before character selection finishes. |
Database
| Setting | Default | What it does |
|---|---|---|
Database |
table |
database 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ AutoCreateSchema |
true |
Automatically handles create schema: true = 예, false = 아니요(기본값 true). |
↳ PersistRuntimeState |
true |
persist runtime state 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ ApplyStartStateOnBoot |
true |
On resource/server start restore the configured BASIC state (locked_on_start). Runtime lock/unlock is intentionally temporary and is not resumed after a restart. |
↳ MainTable |
"jrs_doorlocks" |
main table 설정입니다. |
↳ InitRetries |
10 |
init retries의 숫자(기본값 10). |
↳ InitRetryMs |
2000 |
init retry ms의 숫자(기본값 2000). |
↳ PushAfterDatabaseReady |
true |
push after database ready 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ LegacyAutoImport |
true |
If this REDEMPIRE table set is empty, import a compatible normalized legacy doorlock table set automatically before the bundled seed is considered. |
↳ AutoSeedBundledSqlIfEmpty |
true |
Automatically handles seed bundled sql if empty: true = 예, false = 아니요(기본값 true). |
↳ BundledSqlPath |
"sql/jrs_doorlocks.sql" |
bundled sql path 설정입니다. |
Full access / management
| Setting | Default | What it does |
|---|---|---|
FullAccessIdentifiers |
table |
full access identifiers 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
FullAccess |
table |
full access 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ BypassDoorAccess |
true |
bypass door access 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ AllowAllManagement |
true |
Allows all management: true = 예, false = 아니요(기본값 true). |
↳ ManagementAdminBypass |
true |
management admin bypass 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ ShowPromptForEveryDoor |
true |
Shows prompt for every door: true = 예, false = 아니요(기본값 true). |
↳ BypassInteractionDistance |
false |
Full Access bypasses permissions, never physical proximity. Even an administrator must stand beside the registered door to toggle it. |
Management |
table |
management 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Create |
table |
create 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Edit |
table |
edit 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Admin |
table |
허용 대상: admin의 직업, 그룹 또는 권한입니다. |
↳ OpenAll |
table |
open all 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
The player must be physically beside the nearest registered door part.
| Setting | Default | What it does |
|---|---|---|
DoorDistance |
1.50 |
door distance에 적용되는 게임 단위 거리입니다. |
StreamDistance |
55.0 |
stream distance에 적용되는 게임 단위 거리입니다. |
EnableDrawSprite |
true |
draw sprite을(를) 켜거나 끕니다(기본값 true). |
Locking |
table |
locking 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ MaintainPhysicalState |
true |
maintain physical state 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ VerifyIntervalMs |
5000 |
verify interval ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ VerifyNativeState |
true |
verify native state 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ GroupResyncOnMismatch |
true |
group resync on mismatch 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ LockedRatioTolerance |
0.015 |
locked ratio tolerance의 숫자(기본값 0.015). |
↳ ForceClosedOnLock |
true |
Custom MLO/YMAP fallback only when a real DoorSystem binding is unavailable. Calibrate the actual CLOSED pose once from /dooradmin for stubborn/custom doors. |
↳ FreezeEntityFallback |
true |
freeze entity fallback 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ RequestEntityControl |
true |
request entity control 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ EntityLookupFallback |
true |
entity lookup fallback 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ EntityLookupRadius |
2.25 |
entity lookup radius에 적용되는 게임 단위 거리입니다. |
↳ EntityCacheMaxDrift |
1.35 |
A cached handle is accepted only while it is still an OBJECT with the exact door model and remains close to the SQL part position. This prevents stale door cache entries from freezing/rotating NPCs, horses or unrelated props. |
↳ EntityFallbackMaxDrift |
1.35 |
entity fallback max drift의 상한입니다. |
↳ PhysicsReadyFallbackGraceMs |
5200 |
Restart safety: while an already-registered DoorSystem hash is waiting for its streamed physics binding, do not treat the visible object as a custom fallback. After this grace a true custom door may use the fallback path. |
↳ DoorSystemBindingGraceMs |
2200 |
door system binding grace ms의 숫자(기본값 2200). |
↳ RestartAdoptionSettleMs |
900 |
Restart settle window. Existing YMAP/Rockstar registrations can survive a resource restart while their object/physics transform is still settling. Do not write state, ratio or heading during this short adoption window. |
↳ NewRegistrationSettleMs |
500 |
new registration settle ms의 숫자(기본값 500). |
↳ CustomMapFallback |
true |
custom map fallback 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ CustomHashPrefix |
"jrs_custom_door" |
custom hash prefix에 쓰는 게임 모델 또는 엔티티입니다. |
↳ FallbackHeadingToleranceDegrees |
4.0 |
fallback heading tolerance degrees의 숫자(기본값 4.0). |
↳ EntityControlTimeoutMs |
180 |
entity control timeout ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ ForceShutNative |
true |
One-shot recovery for a real DoorSystem door only if forceUpdate still reports it open. It is never run continuously, so normal door animation remains natural. |
↳ DisableOpenRatioWhileLocked |
true |
Turns off open ratio while locked: true = 예, false = 아니요(기본값 true). |
↳ ForceShutOnInitialLock |
true |
Forces shut on initial lock: true = 예, false = 아니요(기본값 true). |
↳ MicroCloseCorrection |
true |
Some map doors report ratio 0 but remain visually ajar by a few degrees. This correction is intentionally tiny; large heading differences are never touched. |
↳ MicroCloseMinDegrees |
0.20 |
micro close min degrees의 최소값 또는 필요 레벨입니다. |
↳ MicroCloseMaxDegrees |
8.0 |
micro close max degrees의 상한입니다. |
↳ BoundFailureLegacyPoseFallback |
true |
but whose streamed MLO object does not visibly rotate. Legacy heading is considered only after native movement is proven ineffective, never as the normal closed pose for a bound door. |
↳ BoundFailureMinStartRatio |
0.08 |
bound failure min start ratio의 최소값 또는 필요 레벨입니다. |
↳ BoundFailureMaxObservedMovementDegrees |
0.75 |
bound failure max observed movement degrees의 상한입니다. |
↳ BoundFailureMaxLegacyCorrectionDegrees |
120.0 |
bound failure max legacy correction degrees의 상한입니다. |
↳ BoundFailureRescueDurationMs |
420 |
bound failure rescue duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ UseStartHeadingForBaseLockedClose |
true |
DoorSystem/MLO reports ratio=0 without moving the rendered object, REDEMPIRE may use this start pose as a bounded visual target. 135 degrees accepts a normal ~90-degree swing but still rejects a dangerous 180-degree reversal. |
↳ BaseLockedCloseMaxCorrectionDegrees |
135.0 |
base locked close max correction degrees의 상한입니다. |
↳ HardPhysicalLock |
true |
Hard physical lock: once a door reaches the closed frame it is made immovable until an authoritative unlock is received. This applies to both Rockstar DoorSystem doors and custom-map physical fallbacks. |
↳ FreezeBoundEntityWhileLocked |
true |
freeze bound entity while locked 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ DisableEntityDynamicWhileLocked |
true |
Turns off entity dynamic while locked: true = 예, false = 아니요(기본값 true). |
↳ EnforceHardLockWhileNearby |
true |
enforce hard lock while nearby 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ TakeScriptOwnership |
false |
take script ownership 스위치: true = 켜짐, false = 꺼짐(기본값 false). |
↳ DisableAutomaticState |
false |
Turns off automatic state: true = 예, false = 아니요(기본값 false). |
↳ SmoothMovement |
true |
Lock closes toward DoorSystem ratio 0 before committing LOCKED. Unlock only releases the lock/physics; it never forces an old open pose. This prevents imported headings/ratio signs from visually reversing state. |
↳ SmoothCloseOnLock |
true |
smooth close on lock 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ AutoCloseOnLock |
true |
AutoClose is authoritative whenever SQL/server state is LOCKED. A door that streams in open is driven to the frame before hard-freezing. |
↳ AutoCloseOnStream |
true |
Automatically handles close on stream: true = 예, false = 아니요(기본값 true). |
↳ AutoCloseRetryCooldownMs |
900 |
auto close retry cooldown ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ AutoCloseSettlePasses |
7 |
auto close settle passes의 숫자(기본값 7). |
↳ AutoCloseSettleIntervalMs |
55 |
auto close settle interval ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ LockMoveDurationMs |
900 |
lock move duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ TransitionTickMs |
0 |
transition tick ms의 숫자(기본값 0). |
↳ LockRetryDelaysMs |
table |
lock retry delays ms 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ UnlockRetryDelaysMs |
table |
Keep reasserting UNLOCK beyond restart/binding settle windows. The release operation is idempotent and also repairs a freeze left by an older instance. |
↳ UnlockStabilizeMs |
900 |
unlock stabilize ms의 숫자(기본값 900). |
↳ UnlockStabilizeIntervalMs |
250 |
unlock stabilize interval ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
Per-door values are stored in SQL and editable from /dooradmin.
| Setting | Default | What it does |
|---|---|---|
AutoClose |
table |
Existing doors inherit these defaults when the migration columns are added. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ DefaultEnabled |
true |
default enabled 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ DefaultDelayMs |
15000 |
default delay ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ DefaultAutoLockAfterClose |
false |
default auto lock after close 스위치: true = 켜짐, false = 꺼짐(기본값 false). |
↳ MinDelayMs |
750 |
min delay ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ MaxDelayMs |
30000 |
max delay ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ OpenRatioThreshold |
0.08 |
open ratio threshold의 숫자(기본값 0.08). |
↳ HeadingOpenThresholdDegrees |
5.0 |
heading open threshold degrees의 숫자(기본값 5.0). |
↳ BlockWhilePlayerNear |
true |
Safety: do not swing a door through a player standing in the doorway. |
↳ PlayerBlockRadius |
0.38 |
player block radius에 적용되는 게임 단위 거리입니다. |
↳ RetryWhileBlockedMs |
600 |
retry while blocked ms의 숫자(기본값 600). |
↳ MaxBlockedWaitMs |
8000 |
max blocked wait ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ MoveDurationMs |
900 |
Physical close movement while the door remains logically UNLOCKED. |
↳ TransitionTickMs |
0 |
transition tick ms의 숫자(기본값 0). |
↳ DetectIntervalMs |
300 |
detect interval ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ StateMaintainDistance |
24.0 |
state maintain distance에 적용되는 게임 단위 거리입니다. |
↳ Notify |
false |
Automatic close/re-lock feedback is intentionally silent. Door movement/state still works normally; only the toast is suppressed. |
↳ ServerRequestDistance |
7.0 |
A client may request the configured auto-lock only while near the door. |
When a LOCKED door is successfully unlocked by a player, the server stores
| Setting | Default | What it does |
|---|---|---|
AutoRelock |
table |
a persistent deadline in SQL. When the deadline expires the authoritative state becomes LOCKED again; clients then run the normal full-close convergence before applying the hard physical lock. This survives resource/server restart |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ DelaySeconds |
30 |
Player-forgotten door safety: exactly 30 seconds by default. DelaySeconds is authoritative. DelayMinutes remains supported by the server only as a backwards-compatible fallback for old configs. |
↳ IncludeLockpick |
false |
Lockpick robbery doors stay open after a successful break-in. Their runtime HoldOpen flag suppresses both server Auto-ReLock and client passive Auto-Close until somebody explicitly locks the door. |
↳ ScanIntervalMs |
250 |
Server scan interval for the current runtime session. A resource/server restart intentionally clears pending deadlines and restores locked_on_start. |
↳ MinDelaySeconds |
30 |
Maximum accepted configuration range. Defensive bounds prevent accidental zero/huge values from producing a tight loop or multi-year stale deadline. |
↳ MaxDelaySeconds |
3600 |
max delay seconds의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ Audit |
true |
Audit system-triggered re-locks in jrs_doorlock_audit. |
Native prompts / controls
| Setting | Default | What it does |
|---|---|---|
Prompts |
table |
prompts 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Distance |
1.50 |
distance에 적용되는 게임 단위 거리입니다. |
↳ GroupFallbackLabel |
"DOOR" |
Prompt description uses the canonical/original SQL name for the selected logical door. It never swaps to state/job/access/timer text. |
↳ DoorNameMaxLength |
48 |
door name max length의 상한입니다. |
↳ Renderer |
"native" |
REDEMPIRE 6.0.0: native RedM/RDR3 prompt group. No gameplay NUI prompt is used. RedM places the native prompt group in its standard lower-right HUD area. |
↳ DescriptionMode |
"native" |
gameplay prompts use RedM natives only |
↳ DescriptionLabel |
"DOOR" |
description label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ ToggleKeyLabel |
"G" |
toggle key label에 쓰는 키 또는 컨트롤입니다. 컨트롤은 게임 입력 목록의 해시 값입니다. |
↳ LockpickKeyLabel |
"X" |
lockpick key label에 쓰는 키 또는 컨트롤입니다. 컨트롤은 게임 입력 목록의 해시 값입니다. |
↳ StableTarget |
true |
Prevent nearby doors from fighting for the prompt and changing its name. |
↳ TargetReleasePadding |
0.25 |
target release padding의 숫자(기본값 0.25). |
↳ TargetSwitchAdvantage |
0.35 |
target switch advantage의 숫자(기본값 0.35). |
↳ TargetSwitchHoldMs |
300 |
target switch hold ms의 숫자(기본값 300). |
↳ VisualReleasePadding |
0.25 |
Visual hysteresis: the HUD is released a little farther than the actual interaction radius and survives short streaming/snapshot misses. Inputs stay disabled outside Distance, so this does not weaken server/client range checks. |
↳ VisualHoldMs |
350 |
visual hold ms의 숫자(기본값 350). |
↳ ToggleLabel |
"LOCK / UNLOCK" |
toggle label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ LockpickLabel |
"LOCKPICK" |
lockpick label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectionEnabled |
true |
Door registration / selection is a native RedM prompt group as well, so creating a door uses exactly the same interaction surface as using one. E = confirm the aimed physical door, BACKSPACE / X = cancel the registration. |
↳ SelectLabel |
"SELECT DOOR" |
select label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectCancelLabel |
"CANCEL" |
select cancel label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectGroupLabel |
"REGISTER DOOR" |
허용 대상: select group label의 직업, 그룹 또는 권한입니다. |
↳ SelectAimLabel |
"AIM AT A DOOR" |
select aim label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectReadyLabel |
"DOOR READY" |
select ready label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectProgressLabel |
"DOOR %d / %d" |
select progress label에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ SelectInputDebounceMs |
220 |
select input debounce ms에 쓰는 키 또는 컨트롤입니다. 컨트롤은 게임 입력 목록의 해시 값입니다. |
↳ SelectionReleaseCooldownMs |
450 |
Short input freeze after the selection closes so the X used to cancel the selection cannot immediately register as a LOCKPICK press on the door the player is standing at. |
↳ UseKeyMapping |
false |
Direct RedM control polling is the default. RegisterKeyMapping can be intercepted/rebound by other resources on some builds and was causing G to appear dead even while the HUD was visible. |
↳ UseNativeCompletion |
false |
Prompt visuals are native RedM; input is read from RedM controls directly by default to avoid artifact-specific PromptHasStandardModeCompleted issues. |
↳ DirectControlFallback |
true |
direct control fallback 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ InputDebounceMs |
550 |
input debounce ms에 쓰는 키 또는 컨트롤입니다. 컨트롤은 게임 입력 목록의 해시 값입니다. |
↳ AlwaysShowState |
true |
always show state 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ Priority |
3 |
priority의 숫자(기본값 3). |
Keys |
table |
0x17BEC168 was previously used here for "E"; that hash is INPUT_..._RIGHT, not E, so the physical-door selection confirm key never fired and no new door could ever be registered from /createdoor or /dooradmin. |
↳ select |
0xCEFD9220 |
E |
↳ lock |
0x760A9C6F |
G |
↳ lockpick |
0x8CC9CD42 |
X |
↳ cancel |
0x156F7119 |
BACKSPACE (X, ESC, and Right Click also supported as fallback) |
Commands |
table |
commands 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Toggle |
"togglelock" |
toggle 설정입니다. |
↳ Create |
"createdoor" |
create 설정입니다. |
↳ Edit |
"editdoor" |
edit 설정입니다. |
↳ Admin |
"dooradmin" |
허용 대상: admin의 직업, 그룹 또는 권한입니다. |
↳ Status |
"doorstatus" |
status 설정입니다. |
↳ Reload |
"doorreload" |
reload 설정입니다. |
↳ ClientStatus |
"doorclientstatus" |
client status 설정입니다. |
↳ PromptStatus |
"doorpromptstatus" |
prompt status에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
Lockpick / law alert
| Setting | Default | What it does |
|---|---|---|
Lockpick |
table |
lockpick 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Minigame |
true |
minigame 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ Resource |
"lockpick" |
resource 설정입니다. |
↳ Item |
"lockpick" |
item이(가) 사용하는 인벤토리 아이템입니다. 이름은 jrs_items 테이블에 있어야 합니다. |
↳ RemoveOnSuccess |
false |
remove on success 스위치: true = 켜짐, false = 꺼짐(기본값 false). |
↳ RemoveOnFail |
true |
remove on fail 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ HoldOpenAfterSuccess |
true |
open/unlocked and is EXEMPT from all automatic close/re-lock paths. Manual/admin locking clears this runtime exemption. Resource/server restart also clears it and restores locked_on_start as normal. |
AlertLaw |
table |
alert law 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Chance |
60 |
chance의 비율 또는 배율입니다. |
↳ Distance |
500.0 |
distance에 적용되는 게임 단위 거리입니다. |
↳ Jobs |
table |
허용 대상: jobs의 직업, 그룹 또는 권한입니다. |
↳ Blip |
table |
blip의 지도 블립 또는 아이콘 설정입니다. |
Integrated notifications
| Setting | Default | What it does |
|---|---|---|
Notifications |
table |
notifications 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Position |
"top-left" |
position에 쓰는 월드 좌표(x, y, z)입니다. |
↳ MaxVisible |
3 |
max visible의 상한입니다. |
↳ DefaultDurationMs |
3000 |
default duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ SuccessDurationMs |
2800 |
success duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ WarningDurationMs |
3200 |
warning duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ ErrorDurationMs |
3600 |
error duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ DedupeWindowMs |
1400 |
dedupe window ms의 숫자(기본값 1400). |
↳ RejectNoticeCooldownMs |
2200 |
reject notice cooldown ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ ShowAccessType |
true |
Shows access type: true = 예, false = 아니요(기본값 true). |
↳ ShowJobContext |
false |
Shows job context: true = 예, false = 아니요(기본값 false). |
↳ DatabaseReadyNotice |
false |
database ready notice 스위치: true = 켜짐, false = 꺼짐(기본값 false). |
↳ SecurityRejectNotices |
true |
security reject notices 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
Admin inspector
| Setting | Default | What it does |
|---|---|---|
AdminInspector |
table |
허용 대상: admin inspector의 직업, 그룹 또는 권한입니다. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Distance |
5.0 |
distance에 적용되는 게임 단위 거리입니다. |
↳ RefreshMs |
250 |
refresh ms의 숫자(기본값 250). |
↳ PreferFacingDoor |
true |
prefer facing door 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ FacingDot |
-0.10 |
facing dot의 숫자(기본값 -0.10). |
↳ InspectUnregistered |
true |
inspect unregistered 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ UnregisteredRayDistance |
8.0 |
unregistered ray distance에 적용되는 게임 단위 거리입니다. |
↳ UnregisteredFacingDot |
0.35 |
unregistered facing dot의 숫자(기본값 0.35). |
↳ AllowRegisterFromInspector |
true |
Allows register from inspector: true = 예, false = 아니요(기본값 true). |
↳ AllowTemporaryControl |
true |
Allows temporary control: true = 예, false = 아니요(기본값 true). |
Performance
| Setting | Default | What it does |
|---|---|---|
Performance |
table |
performance 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ SpatialIndex |
true |
spatial index 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ SpatialCellSize |
60.0 |
spatial cell size의 숫자(기본값 60.0). |
↳ ScanNearMs |
100 |
scan near ms의 숫자(기본값 100). |
↳ ScanActiveMs |
500 |
scan active ms의 숫자(기본값 500). |
↳ ScanIdleMs |
1000 |
scan idle ms의 숫자(기본값 1000). |
↳ CoordinateCacheMs |
150 |
coordinate cache ms의 숫자(기본값 150). |
↳ EntityPoolCacheMs |
1400 |
Kept for config compatibility. The door-entity fallback no longer builds a cached snapshot of the whole CObject pool (that drained the fwScriptGuid pool); it does a small area query around each door instead. |
↳ ActiveDoorCacheMs |
650 |
active door cache ms의 숫자(기본값 650). |
↳ InspectorCandidateDistance |
8.0 |
inspector candidate distance에 적용되는 게임 단위 거리입니다. |
↳ StateMaintainDistance |
32.0 |
state maintain distance에 적용되는 게임 단위 거리입니다. |
config/security.lua - 옵션 57개#
General
| Setting | Default | What it does |
|---|---|---|
Security |
table |
security 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ ConsoleLog |
true |
console log 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ ConsoleLogBenignRejects |
false |
console log benign rejects 스위치: true = 켜짐, false = 꺼짐(기본값 false). |
↳ AuditSecurityDenials |
true |
audit security denials 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ SessionMaxLength |
160 |
session max length의 상한입니다. |
↳ RequireCharacterReadyForInteraction |
true |
Strong server-authoritative interaction envelope. Client supplied coordinates are NOT trusted for authorization in hardened mode. |
↳ InteractionServerDistance |
2.00 |
Server replicated coordinates can trail the client by a fraction of a metre, so the server envelope is only 0.50m wider than the 1.50m prompt. |
↳ InteractionProximityTolerance |
0.50 |
interaction proximity tolerance의 숫자(기본값 0.50). |
↳ ProximityTolerance |
0.50 |
proximity tolerance의 숫자(기본값 0.50). |
↳ MaxCreateDistance |
25.0 |
max create distance에 적용되는 게임 단위 거리입니다. |
↳ MaxNameLength |
96 |
Payload / editor limits. |
↳ MaxItemNameLength |
64 |
max item name length의 상한입니다. |
↳ MaxJobEntries |
64 |
max job entries의 상한입니다. |
↳ MaxCharacterEntries |
128 |
max character entries의 상한입니다. |
↳ MaxPayloadDepth |
6 |
max payload depth의 상한입니다. |
↳ MaxPayloadNodes |
900 |
max payload nodes의 상한입니다. |
↳ MaxPayloadString |
256 |
max payload string의 상한입니다. |
↳ MaxPayloadNumberAbs |
1000000000000.0 |
max payload number abs의 상한입니다. |
↳ ToggleCooldown |
600 |
Per-action cooldowns in milliseconds. |
↳ LockpickCooldown |
1600 |
lockpick cooldown의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ AdminCooldown |
650 |
admin cooldown의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ LoadCooldown |
5000 |
load cooldown의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ AutoLockCooldown |
1200 |
auto lock cooldown의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
↳ GlobalBurstWindowMs |
1000 |
Global event burst protection before expensive framework/SQL work. |
↳ GlobalBurstMax |
20 |
global burst max의 상한입니다. |
↳ GlobalBurstBlockMs |
5000 |
global burst block ms의 숫자(기본값 5000). |
↳ DoorMutationLockMs |
2200 |
Prevent concurrent state mutations on the same logical door. |
↳ ApplyReportSessionMs |
8000 |
Physical apply report must match the requesting source/audit/door. |
↳ LockpickSessionMs |
30000 |
Lockpick session validation. |
↳ LockpickMinimumMs |
1200 |
lockpick minimum ms의 최소값 또는 필요 레벨입니다. |
↳ ExploitDropEnabled |
true |
Invalid/malicious requests accumulate strikes. Benign gameplay rejects do not. |
↳ ExploitStrikeWindowMs |
60000 |
exploit strike window ms의 숫자(기본값 60000). |
↳ ExploitStrikeThreshold |
24 |
exploit strike threshold의 숫자(기본값 24). |
↳ RestrictedStateKeys |
table |
restricted state keys에 쓰는 키 또는 컨트롤입니다. 컨트롤은 게임 입력 목록의 해시 값입니다. |
Backward-compatible aliases.
| Setting | Default | What it does |
|---|---|---|
NUI |
table |
Kept here so the resource has exactly TWO config files. |
UnlockCommand |
Config.Commands.Toggle |
unlock command 설정입니다. |
CreateDoor |
table |
create door 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Command |
Config.Commands.Create |
command 설정입니다. |
↳ Permission |
Config.Management.Create.Per... |
허용 대상: permission의 직업, 그룹 또는 권한입니다. |
↳ Group |
Config.Management.Create.Gro... |
허용 대상: group의 직업, 그룹 또는 권한입니다. |
EditDoor |
table |
edit door 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Command |
Config.Commands.Edit |
command 설정입니다. |
↳ Permission |
Config.Management.Edit.Permi... |
허용 대상: permission의 직업, 그룹 또는 권한입니다. |
↳ Group |
Config.Management.Edit.Group |
허용 대상: group의 직업, 그룹 또는 권한입니다. |
↳ DeleteConfirm |
"delete" |
delete confirm 설정입니다. |
OpenAllDoors |
table |
open all doors 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
Config.Management.OpenAll.En... |
enabled 설정입니다. |
↳ Permission |
Config.Management.OpenAll.Pe... |
허용 대상: permission의 직업, 그룹 또는 권한입니다. |
↳ Group |
Config.Management.OpenAll.Gr... |
허용 대상: group의 직업, 그룹 또는 권한입니다. |
↳ ConsoleLog |
Config.Security.ConsoleLog |
console log 설정입니다. |
AlertJobs |
table |
허용 대상: alert jobs의 직업, 그룹 또는 권한입니다. |
↳ AlertChance |
Config.AlertLaw.Chance |
alert chance의 비율 또는 배율입니다. |
↳ AlertDistance |
Config.AlertLaw.Distance |
alert distance에 적용되는 게임 단위 거리입니다. |
↳ Jobs |
Config.AlertLaw.Jobs |
허용 대상: jobs의 직업, 그룹 또는 권한입니다. |
↳ Blip |
Config.AlertLaw.Blip |
blip의 지도 블립 또는 아이콘 설정입니다. |
Notes from the README#
# REDEMPIRE Doorlocks 6.1.0
RedM door locking system for REDEMPIRE Core / REDEMPIRE Character / REDEMPIRE Inventory.
## Runtime
- Resource name: `jrs_doorlocks`
- Native RedM/RDR3 gameplay prompts only (`G` lock/unlock, `X` lockpick).
- Door registration is native prompts too (`E` select physical door, `X` cancel).
- Door prompt group title uses the original SQL door name.
- Server-authoritative REDEMPIRE job/grade/character/item access.
- REDEMPIRE Core and REDEMPIRE Character restart resynchronization without requiring the player to reconnect.
- 30-second forgotten-door auto close/re-lock remains server controlled.
- Successful lockpick robbery doors remain open until manually locked or the resource/server restarts.
- Resource/server start restores `locked_on_start`.
- Normalized SQL tables use the `jrs_doorlock*` names.
- If REDEMPIRE tables are empty, a compatible normalized legacy doorlock table family can be imported automatically before bundled seeding.
## Start order
'''cfg
ensure oxmysql
ensure jrs_core
ensure jrs_character
ensure jrs_inventory
ensure jrs_doorlocks
'''
The HTML/NUI is retained only for administration, the editor form, the inspector and notifications. Both nearby door interaction AND physical door selection dur
## Registering a door
1. `/createdoor` (or ADD DOOR in `/dooradmin`) opens the editor form.
2. Fill in name / access / auto-close and save. The form hides itself.
3. Aim at the physical door. The native prompt group shows `SELECT DOOR` (`E`) and `CANCEL` (`X`); the group title says whether the aimed object is a usable doo
4. Press `E` to confirm. A double door asks for the second leaf before it saves.
Every failure now returns a specific message (nothing selected, unreadable door, hash already registered, too far, no permission).Paid (server only) jrs_hurricane
JRS Hurricane - escalating storm weather tied to scheduled restart announcements
| Resource | jrs_hurricane |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | jrs |
| Depends on | jrs_core, weathersync |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | Lua 678줄 |
Commands
/cancelrestart/hurricaneclimax/hurricanestop/hurricanetest/startrestart
Exports
AdvanceStorm, CalmStorm, CancelRestart, GetStormState, StartRestartStorm, StopClimax, TriggerClimax
config/config.lua - 옵션 22개#
General
| Setting | Default | What it does |
|---|---|---|
Debug |
false |
Debug output for debug: true = 예, false = 아니요(기본값 false). |
Enabled |
true |
Master toggle. Set to false to fully disable the storm without unloading the resource. |
CoreResource |
"jrs_core" |
core resource 설정입니다. |
WeatherResource |
"weathersync" |
weather resource 설정입니다. |
RevertOnSkip |
true |
Revert to calm weather when txAdmin reports the scheduled restart was skipped/postponed (admin cancelled it, or a warning got skipped). |
TestAce |
"jrs.hurricane" |
Optional ACE permission for the manual test commands. add_ace group.admin jrs.hurricane allow |
AdminScope |
"hurricane" |
Scope key checked against jrs_admin's permission gateway (exports.jrs_admin:HasAdminPermission(src, Config.AdminScope)) as a fallback when the caller has no ACE grant. |
Read as: once secondsRemaining drops to/under threshold[i], the storm is
| Setting | Default | What it does |
|---|---|---|
TimeStageSeconds |
table |
at least stage (i + 1). Keep this list sorted highest-to-lowest. |
Stages |
table |
transition is the weathersync weather-transition time in seconds (how long the sky takes to morph into this stage); windSpeed is applied instantly, weathersync's setWind has no transition of its own. |
CalmWeather |
"sunny" |
Weather/wind restored when the storm is cleared (restart skipped, or /hurricanestop used by an admin). |
CalmWindSpeed |
1.0 |
calm wind speed의 숫자(기본값 1.0). |
CalmTransition |
20.0 |
calm transition의 숫자(기본값 20.0). |
NotifyDurationMs |
12000 |
notify duration ms의 시간 설정입니다. 단위(초, 분, 밀리초)는 보통 옵션 이름이나 주변 옵션의 주석에 있습니다. |
UseTxAdminAnnounce |
true |
Presentation settings: Uses txAdmin's in-game announcement banner (txcl:showAnnouncement) or jrs_admin's full-screen broadcast fallback so every player sees and hears the storm escalation. |
ShowCountdownCard |
true |
In-Game Countdown Card Settings: ShowCountdownCard: Set to false if you want only txAdmin native announcements/timers. |
UIPosition |
"top-right" |
'top-center-below-tx' (top center pushed down so tx messages appear above it) 'top-left' 'bottom-right' |
Climax |
table |
Climax settings: final violent phase when hurricane strikes (Stage 5 or <= 45s) |
↳ enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ strikeLightning |
true |
Trigger native lightning strikes and screen flash on players |
↳ dismountHorses |
true |
Dismount / ragdoll players off horses and spook the mounts |
↳ shakeCamera |
true |
Ground/camera rumble from violent thunderclaps |
↳ intervalMs |
4500 |
Frequency of lightning and gusts during the climax |
Notes from the README#
# jrs_hurricane
Ties world weather to txAdmin's scheduled-restart announcements. Every time
txAdmin broadcasts a restart warning (`txAdmin:events:scheduledRestart`,
default warnings at 30/15/10/5/4/3/2/1 minutes remaining -- configured in
txAdmin's own scheduler), the storm gets one stage worse:
1. `clouds` -- dark clouds gather
2. `overcastdark` -- sky turns grey, wind picks up
3. `rain` -- rain starts falling
4. `thunderstorm` -- thunder and lightning (native RDR2 weather effects, no
extra scripting needed)
5. `hurricane` -- full storm, right around the final warning
Each stage change is broadcast to every player via weathersync's own server
API (`exports.weathersync:setWeather` / `:setWind`), so it stays in sync
exactly like the `/weather` command, and a bilingual (EN/AR) tip notification
goes out with it.
If an admin postpones/skips the restart (`txAdmin:events:scheduledRestartSkipped`),
the weather calms back down automatically.
## Requirements
- `weathersync` and `jrs_core` must be running (declared as `dependency` in
`fxmanifest.lua`).
- This is a txAdmin server; if txAdmin's monitor is ever unavailable, no
`scheduledRestart` events fire and the storm never starts -- that's by
design, there's nothing to escalate towards.
## Config
See `config/config.lua`:
- `Config.Enabled` -- master on/off switch.
- `Config.TimeStageSeconds` / `Config.Stages` -- when each stage kicks in and
what weather/wind it applies.
- `Config.RevertOnSkip` -- calm the weather back down if the restart is
postponed.
- `Config.TestAce` / `Config.AdminScope` -- who can use the manual test
commands.
## Manual testing
'''
/hurricanetest <secondsRemaining> -- jump the storm to the stage that time would trigger
/hurricanestop -- clear the storm and restore calm weather
'''
Both commands require the `jrs.hurricane` ACE permission (`add_ace group.admin
jrs.hurricane allow`) or `jrs_admin` admin access; the server console can
always use them.Free (included in JRS Core) jrs_imapviewtool
| Resource | jrs_imapviewtool |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | JRS TEAM |
| Interface | No |
| Code size | 4,238 Lua lines |
Commands
/iplDistanceView/removeAll/requestAll/testIpl/toggleIplView
Paid (server only) jrs_logs
jrs_logs - one log hub for every script: Discord, in-game viewer, or both
| Resource | jrs_logs |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | jrs team |
| Depends on | oxmysql |
| Interface | Yes (NUI) |
| Code size | 1,912 Lua lines |
Commands
/jrslogs_mode
Exports
GetMode, Ingest, Log, OpenViewer
Database tables
jrs_logs, jrs_logs_settings
config.lua - 옵션 17개#
jrs_logs - configuration
| Setting | Default | What it does |
|---|---|---|
Mode |
"both" |
'game' - stored in the database, shown in the in-game viewer only 'discord' - sent to Discord only (nothing stored) 'both' - stored in game AND sent to Discord |
Command |
"logs" |
Command that opens the viewer. |
ViewGroups |
table |
Who may open the viewer / change routing. jrs_admin groups, plus ACE: add_ace group.admin jrs_logs.view allow add_ace group.admin jrs_logs.manage allow |
ManageGroups |
table |
허용 대상: manage groups의 직업, 그룹 또는 권한입니다. |
Ace |
table |
ace 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
RetentionDays |
30 |
logs older than this are deleted (0 = keep forever) |
PageSize |
60 |
rows per page in the viewer |
↳ Username |
"" |
empty: Discord shows each webhook's own name (the script name) and avatar |
↳ Avatar |
"" |
avatar 설정입니다. |
↳ Footer |
"REDEMPIRE · jrs_logs" |
footer 설정입니다. |
Builtin |
table |
Built-in logs that no other script writes. |
↳ Connections |
true |
join / leave (with drop reason) |
↳ Resources |
true |
resource start / stop after boot |
↳ TxAdmin |
true |
kicks, warns, bans, announcements, restarts |
↳ Chat |
true |
chat messages |
LiveToasts |
false |
In-game toast for staff when a new warning/danger log arrives while the viewer is closed (each admin can switch it off in the viewer). |
LiveToastLevels |
table |
live toast levels 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
Paid (server only) jrs_safezone
Safe zones, radar peek key, no-gallop sprint zones, and the RDO-style loading screen command
| Resource | jrs_safezone |
| Folder | [ADMIN] |
| Version | 1.4.1 |
| Author | JRS |
| Depends on | jrs_core, oxmysql |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | 2,550 Lua lines |
Commands
/reloadsafezones
Exports
GetCurrentSafeZone, GetZoneAtCoords, IsCityZoneAtCoords, IsNearAnySafeZone, IsNonWeaponProp, IsSafeZoneActive, IsSafeZoneActiveForPlayer, IsSafeZoneAtCoords, IsWeaponBlocked, IsWeaponBlockedForPlayer
Database tables
jrs_safezone_jail_log, jrs_safezones
config.lua - 옵션 117개#
General
| Setting | Default | What it does |
|---|---|---|
Locale |
"ar" |
اللغات المتوفرة: 'ar', 'en' (يتطابق تلقائياً مع لغة اللاعب عبر JrsLang) |
Framework |
"jrs" |
'jrs', 'auto' |
DevMode |
true |
الإعدادات العامة |
AdminPanel |
table |
허용 대상: admin panel의 직업, 그룹 또는 권한입니다. |
↳ enabled |
true |
تفعيل لوحة الإدارة |
↳ command |
"managesafezone" |
أمر إدارة المناطق الآمنة |
↳ updateInterval |
1000 |
معدل التحديث (بالمللي ثانية) |
AdminCommand |
Config.AdminPanel.command |
허용 대상: admin command의 직업, 그룹 또는 권한입니다. |
ClientTick |
table |
client tick 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ zoneLogic |
0 |
منطق التحقق من المنطقة |
↳ antiAbuseShoot |
50 |
مكافحة إساءة إطلاق النار |
↳ antiAbuseExplosives |
100 |
مكافحة إساءة المتفجرات |
↳ username |
"سجلات المناطق الآمنة" |
username 설정입니다. |
↳ avatar_url |
"" |
avatar url 설정입니다. |
↳ color |
16711680 |
color의 숫자(기본값 16711680). |
CheckInterval |
500 |
مدة التحقق من وجود اللاعب داخل منطقة آمنة (مللي ثانية) |
CombatTagDuration |
5000 |
مدة وسم القتال (5 ثواني) |
SoftWarningDistance |
20.0 |
مسافة التحذير قبل دخول المنطقة الآمنة |
DefaultRadius |
75.0 |
نصف القطر الافتراضي عند إنشاء منطقة جديدة |
MaxRadius |
1000.0 |
أقصى نصف قطر مسموح |
DefaultJailMinutes |
5 |
مدة السجن الافتراضية بالدقائق |
MaxJailMinutes |
1440 |
أقصى مدة سجن مسموحة بالدقائق |
DefaultJailLocation |
"sisika" |
موقع السجن الافتراضي |
DefaultHorseSpeed |
8.0 |
السرعة القصوى الافتراضية للحصان |
MaxHorseSpeed |
25.0 |
أقصى سرعة حصان مسموحة |
Admins |
table |
الإداريون |
ToggleBannerCommand |
"togglebanner" |
أمر إظهار / إخفاء الشريط |
Notifications |
table |
إعدادات الإشعارات |
↳ enterSafezone |
table |
enter safezone 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ exitSafezone |
table |
exit safezone 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ combatTag |
table |
combat tag 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ warningNearby |
table |
warning nearby 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
ExplosiveWeapons |
table |
الأسلحة المتفجرة |
AllowWeaponDrawing |
true |
السماح بإخراج وإشهار السلاح الجانبي (المسدسات والأفردة) داخل المنطقة الآمنة للتفاعل بدون إطلاق أو قتل |
BlockBackWeapons |
true |
منع سحب الأسلحة الثقيلة من الظهر (تبقى معلقة على ظهر الشخصية ولا يمكن سحبها باليد داخل المنطقة الآمنة) |
PreserveEquippedWeaponsOnEnter |
true |
الحفاظ على الأسلحة المجهزة على الظهر والخصر عند دخول المنطقة الآمنة ومنع حذفها أو إلغاء تجهيزها إجبارياً |
AllowFishingRodInSafezones |
true |
السنارة مسموحة في كل المناطق الآمنة (مو بس فان هورن) |
NonWeaponProps |
table |
بروبات / أدوات مو أسلحة: ما تنشال ولا تنمنع داخل المناطق الآمنة. المنع يكون فقط للأسلحة الفعلية (مسدسات، بنادق، سكاكين، فؤوس، قوس، متفجرات، حبل...). أضف أي بروب ثاني هنا بنفس الصيغة. |
TypeSettings |
table |
إعدادات أنواع المناطق |
↳ hard |
table |
hard 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ soft |
table |
soft 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ rp |
table |
rp 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
UI |
table |
إعدادات الواجهة |
↳ showBanner |
false |
إظهار الشريط |
↳ bannerText |
table |
banner text에서 플레이어에게 보이는 텍스트입니다. 번역하거나 이름을 바꾸려면 수정하세요. |
↳ colors |
table |
colors 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ blurEffect |
false |
تأثير ضبابي |
↳ blurIntensity |
1.0 |
شدة الضباب |
↳ blurTimecycle |
"teaser_trainShot" |
blur timecycle 설정입니다. |
Admin |
Config.Admin or {} |
أوامر الإدارة |
ShowBlips |
false |
إعدادات العلامات على الخريطة |
BlipSprite |
"blip_ambient_ped_medium" |
نوع العلامة |
BlipColor |
"BLIP_MODIFIER_MP_COLOR_32" |
لون أخضر |
MapResourceName |
"RDR2CollectorsMap" |
اسم مورد الخريطة |
MapHtmlFile |
"index.html" |
ملف HTML |
ExemptJobs |
table |
الوظائف المستثناة من قوانين المنطقة الآمنة (خريطة مفتاح=قيمة وليس قائمة، لأن server.lua يتحقق منها بـ Config.ExemptJobs[jobName]) |
↳ bwsheriff |
true |
bwsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ valsheriff |
true |
valsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ armsheriff |
true |
armsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ armheriff |
true |
armheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ twsheriff |
true |
twsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ stbsheriff |
true |
stbsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ rhdsheriff |
true |
rhdsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ sdsheriff |
true |
sdsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ annsheriff |
true |
annsheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ marshal |
true |
marshal 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ sisika |
true |
sisika 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ police |
true |
police 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ sheriff |
true |
sheriff 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ pinkerton |
true |
pinkerton 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ guardgre |
true |
guardgre 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ guardred |
true |
guardred 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ guardyel |
true |
guardyel 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ guardblu |
true |
guardblu 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ REDEMPIRE |
true |
redempire 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ ALFIE |
true |
alfie 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ Guamrma |
true |
guamrma 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ guarma |
true |
guarma 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ repguard |
true |
repguard 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ president |
true |
president 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ justice |
true |
justice 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ bankman |
true |
bankman 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ kingdom |
true |
kingdom 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ paper |
true |
paper 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
WeaponWorkerJobs |
table |
(تنظيف/تعديل/عرض) لكن الإطلاق معطل والضرر على اللاعبين ملغي. يشمل تلقائياً: صاحب أو موظف أي متجر لاعبين من نوع weapon_store (jrs_stores). الشرطي خارج الدوام (offpolice, offvalsheriff ...) يأخذ نفس المعاملة. |
↳ weapon |
true |
weapon 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ weaponstore |
true |
weaponstore 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith |
true |
gunsmith 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ rguns |
true |
rguns 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_valentine |
true |
gunsmith valentine 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_tumbleweed |
true |
gunsmith tumbleweed 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_strawberry |
true |
gunsmith strawberry 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_blackwater |
true |
gunsmith blackwater 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_rhodes |
true |
gunsmith rhodes 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_guarma |
true |
gunsmith guarma 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
↳ gunsmith_saintdenis |
true |
gunsmith saintdenis 스위치: true = 켜짐, false = 꺼짐(기본값 true). |
WeaponWorkerStoreType |
"weapon_store" |
weapon worker store type에 쓰는 게임 모델 또는 엔티티입니다. |
Safezones |
table |
تعريف المناطق الآمنة |
DefaultZones |
Config.Safezones |
default zones 설정입니다. |
AntiAbuse |
table |
إعدادات مكافحة الاستغلال |
↳ logShootingFromInside |
true |
تسجيل إطلاق النار من الداخل |
↳ logShootingFromOutside |
true |
تسجيل إطلاق النار من الخارج |
↳ preventShootingFromInside |
true |
منع إطلاق النار من الداخل |
↳ logExplosiveAbuse |
true |
تسجيل إساءة المتفجرات |
↳ explosiveAbuseThreshold |
3 |
عدد المحاولات قبل الاشتباه |
↳ combatTagEnabled |
true |
تفعيل وسم القتال |
TempSafezones |
table |
تخزين المناطق المؤقتة (يتم تعبئتها أثناء التشغيل) |
Hides the minimap while the peek key is held, so the key that opens the
| Setting | Default | What it does |
|---|---|---|
RadarPeek |
table |
jrs_core level display (TAB) does not fight the radar for screen space. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ ControlHash |
0xAC4BD4F1 |
TAB / weapon wheel. Same hash jrs_core uses for its level peek, so the two stay in sync; change both together if you rebind. |
↳ PollMs |
50 |
How often the key is sampled, in ms. This is a radar toggle, not aiming: 50ms is imperceptible and costs a fraction of a per-frame loop. |
The actual sprint/shift control is already blocked by the zone's own
| Setting | Default | What it does |
|---|---|---|
HorseSprintNotify |
table |
"disable_shift" option above (same control hash horses use to sprint). This only adds a horse-specific toast so a mounted player gets a clearer reason than the generic enter-zone message. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
RDO-style loading command (merged from jrs_key)
| Setting | Default | What it does |
|---|---|---|
LoadingCommand |
table |
loading command 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ Enabled |
true |
enabled을(를) 켜거나 끕니다(기본값 true). |
↳ Command |
"rdo_loading" |
command 설정입니다. |
↳ HoldMs |
5000 |
hold ms의 숫자(기본값 5000). |
Paid (server only) jrs_scriptadmin
jrs core Script Admin - shared farm-styled admin panel every jrs core script renders its admin menu through.
| Resource | jrs_scriptadmin |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | jrs team |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | Lua 182줄 |
Exports
Close, IsOwner, Open, Update
Paid (server only) jrs_spooner
Spooner world entity editor with jrs_admin integration
| Resource | jrs_spooner |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | jrs team |
| Depends on | jrs_core, uiprompt |
| Interface | Yes (NUI) |
| Code size | 54,710 Lua lines |
Commands
/-spooner/spooner/spooner_db/spooner_migrate_old_dbs/spooner_savedb
Exports
Exit, IsActive
Notes from the README#
# 💻 Spooner
Documentation relating to the jrs_spooner.
## 1. Installation
jrs_spooner works Standalone.
To install jrs_spooner:
- Download the resource
- On [Github](https://github.com/Spooni-Development/jrs_spooner)
- Ensure that all requirements are installed
- [uiprompt](https://github.com/kibook/redm-uiprompt)
- Add the exec to the server.cfg
'''
exec @jrs_spooner/permissions.cfg
'''
- Add the permissions
'''
add_ace builtin.everyone jrs_spooner.view allow
add_ace builtin.everyone jrs_spooner.spawn allow
add_ace builtin.everyone jrs_spooner.modify.own allow
add_ace builtin.everyone jrs_spooner.delete.own allow
add_ace builtin.everyone jrs_spooner.properties allow
add_ace builtin.everyone jrs_spooner.noEntityLimit allow
add_ace builtin.everyone jrs_spooner.modify.other allow
add_ace builtin.everyone jrs_spooner.delete.other allow
'''
- Drag and drop the resource into your resources folder
- `jrs_spooner`
- Add this ensure in your server.cfg
- `ensure jrs_spooner`
- At the end
- Restart the server
If you have any problems, you can always open a ticket in the Spooni Discord.
## 2. Usage
## Cursor colours
| Colour | Meaning |
|--------|--------------------|
| white | No entity selected |
| green | Entity highlighted |
| blue | Entity attached |
## Controls
| Control | Function |
(line hidden)
| W/A/S/D | Move |
| Spacebar/Shift | Up/Down |
| E | Spawn |
| Left click | Entity highlighted: Attach, Entity attached: Detach |Paid (server only) jrs_voicemonitor
jrs_voicemonitor - your Discord voice channel in-game (avatars, talking, mute/deaf, LIVE, camera, in-game ID) - one resource, uses the jrs_admin bot
| Resource | jrs_voicemonitor |
| Folder | [ADMIN] |
| Version | 1.4.0 |
| Author | jrs team |
| Depends on | jrs_admin |
| Interface | Yes (NUI) |
| Code size | Lua 657줄 |
config.lua - 옵션 13개#
General
| Setting | Default | What it does |
|---|---|---|
Channels |
table |
Limit to these voice channel IDs (right-click the channel -> Copy Channel ID). Leave empty {} = any voice channel the player joins. |
TalkChannel |
"" |
sees who sends audio (it never records or decodes it). A bot can only be in one channel per Discord server, so the ring works in this channel only. '' = off. Right-click the channel -> Copy Channel ID. |
MaxUsers |
50 |
Cap on member rows shown for the channel. |
Access |
"all" |
Who can use it: 'all' = every player (each player can turn it off/on with /dc, remembered) 'staff' = staff only (see below) |
VisibleByDefault |
true |
On for players that never turned it off themselves. |
Ace |
"jrs_voicemonitor.view" |
* ace: add_ace group.admin jrs_voicemonitor.view allow * jrs_admin: staff that pass exports.jrs_admin:IsAdmin(src) * identifiers below (discord:/steam:/license:) |
UseJrsAdmin |
true |
jrs admin을(를) 켜거나 끕니다(기본값 true). |
Identifiers |
table |
identifiers 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
ShowGameIds |
"staff" |
In-game server ID next to channel members who are on the server. 'staff' = only staff see it (recommended: links Discord identity to the player) 'all' = everyone sees it, false = nobody |
Commands |
table |
Chat commands |
↳ toggle |
"dc" |
turn the monitor off / on |
↳ settings |
"dcsettings" |
move it + settings (mouse) |
↳ hide |
"dchide" |
minimise to the title bar |
Free (included in JRS Core) weathersync
Time and weather synchronization
| Resource | weathersync |
| Folder | [ADMIN] |
| Version | 1.0.0 |
| Author | jrs team |
| Interface | Yes (NUI) |
| Languages | ar, en |
| Code size | 1,563 Lua lines |
Commands
/forecast/mytime/myweather/syncdelay/time/timescale/weather/weathersync/weatherui/wind
Exports
getForecast, getTime, getWeather, getWind, isSnowOnGround, resetSyncDelay, resetTime, resetTimescale, resetWeather, resetWeatherPattern, resetWind, setMyTime, setMyWeather, setSyncDelay, setSyncEnabled, setTime, setTimescale, setWeather, setWeatherPattern, setWind, toggleSync
config/config.lua - 옵션 39개#
day 0 (Sun) - 6 (Sat)
| Setting | Default | What it does |
|---|---|---|
time |
21600 |
06:00 Sunday (seconds into week) |
timescale |
30 |
Default ratio of in-game seconds to real seconds. Standard game time is 30:1, or 1 in-game minute = 2 real seconds. A value of 0 means time will be synced with the real server time. |
realTimeOffset |
0 |
If Config.timescale is 0, offset the real server time by this many seconds. |
timeIsFrozen |
false |
Whether time is frozen when the resource starts |
weatherInterval |
3600 |
1 hour in seconds |
weatherIsFrozen |
false |
Whether weather is frozen when the resource starts |
permanentSnow |
false |
Whether to permanently add snow on the ground, or only during snowy weather |
dynamicSnow |
false |
Whether to add snow on the ground when: a) in the snowy area of the map b) in the northern part of the map with snowy weather |
maxForecast |
23 |
Number of weather intervals to queue up |
windDirection |
0.0 |
Default wind direction when the resource starts |
windSpeed |
0.0 |
Default base wind speed when the resource starts |
windShearDirection |
45 |
Degrees by which wind direction changes at higher altitudes |
windShearSpeed |
2.0 |
Amount by which base wind speed increases at higher altitudes |
windShearInterval |
50.0 |
Interval in metres where wind direction/speed changes |
windIsFrozen |
false |
Whether wind direction is frozen when the resource starts |
syncDelay |
5000 |
How often in milliseconds to sync with clients |
All the numbers for the next stages must add up to 100.
| Setting | Default | What it does |
|---|---|---|
defaultGtaWeatherPattern |
table |
default gta weather pattern 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ clear |
table |
clear 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ clouds |
table |
clouds 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ foggy |
table |
foggy 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ overcast |
table |
overcast 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ clearing |
table |
clearing 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ rain |
table |
rain 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ thunder |
table |
thunder 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ extrasunny |
table |
extrasunny 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
defaultRdrWeatherPattern |
table |
default rdr weather pattern 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ sunny |
table |
sunny 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ clouds |
table |
clouds 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ overcastdark |
table |
overcastdark 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ misty |
table |
misty 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ fog |
table |
fog 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ overcast |
table |
overcast 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ drizzle |
table |
drizzle 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ rain |
table |
rain 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ thunder |
table |
thunder 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ thunderstorm |
table |
thunderstorm 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ hurricane |
table |
hurricane 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
↳ shower |
table |
shower 항목 테이블입니다. 파일의 예시대로 항목을 추가, 삭제, 수정하세요. |
disableSnowOnCayoPerico |
false |
Disable snowy weather and snow on ground when on Cayo Perico |
Notes from the README#
# FiveM/RedM weather and time sync
# Features
- Syncs time and weather for all players
- Configurable weather pattern
- Weather is queued so players can get a forecast of upcoming weather
- Different weather for different regions
- Adjustable timescale
- Players can temporarily disable sync and set local time/weather
# Examples
| Forecast and admin UI | Region-specific weather | Adjustable timescale |
|---|---|---|
| [](https://imgur.com/Scn0z0E) | [](https
# Installation
1. Create a `weathersync` folder within your resources directory, for example, `resources/[local]/weathersync`.
2. Copy the files from this repository into the `weathersync` folder.
3. Add the following to your `server.cfg`:
'''
exec resources/[local]/weathersync/permissions.cfg
start weathersync
'''
# Commands
| Command | Description |
(line hidden)
| `/forecast` | Displays a forecast of upcoming weather. |
| `/mytime` | Set local time (if sync is off). |
| `/myweather` | Set local weather (if sync is off). |
| `/syncdelay` | Set how often the server syncs with clients. |
| `/time` | Set the server time. |
| `/timescale` | Set the ratio of in-game seconds to real-time seconds. |
| `/weather` | Set the server weather. |
| `/weathersync` | Toggle time/weather sync on/off. |
| `/weatherui` | Opens the admin UI for changing the time/weather/wind. |
| `/wind` | Set the wind direction and base speed. |
# Configuration
| Variable | Description | Example |
(line hidden)
| `Config.time` | Default time when the resource starts. | `DHMSToTime(0, 6, 0, 0)` (Sun 06:00:00) |
| `Config.timescale` | Default timescale when the resource starts | `30` (30 in-game secs per real sec) |
| `Config.realTimeOffset` | Offset of the real server time in seconds. | `0` |
| `Config.timeIsFrozen` | Whether time is frozen when the resource starts. | `false` |
| `Config.weather` | Default weather when the resource starts. | `"sunny"` |
| `Config.weatherInterval` | How often the weather changes. | `DHMSToTime(0, 1, 0, 0)` (1 in-game hour) |
| `Config.weatherIsFrozen` | Whether weather is frozen when the resource starts. | `false` |
| `Config.permanentSnow` | Whether to permanently add snow on the ground. | `false` |
| `Config.dynamicSnow` | Whether to dynamically add snow on the ground. | `true` |