JRS COREDocumentação
Scripts

Admin

12 scripts na pasta [ADMIN]

Administration tools, logging and anti-cheat.

Esta pasta tem 12 scripts. Escolha um script nas abas abaixo.

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 - 6 opções#

General

Setting Default What it does
Jails table Tabela de entradas de jails. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
ExitFromJail table Tabela de entradas de exit from jail. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
jailed_player 'You have been imprisoned by... Ajuste para jailed player.
released_player "You were released from prison" Ajuste para released player.
query_error "A database error occurred." Ajuste para query error.
increase_time "Jail time increased by " Ajuste para increase time.
Notes from the README#
text
# 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#
text
# 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 957 linhas de Lua

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 - 217 opções#

General

Setting Default What it does
Version "6.2.0" Ajuste para version.
Locale "ar" Idioma da interface deste script (en ou ar).
EnableDev false Liga ou desliga dev (padrão false).

Framework

Setting Default What it does
Framework table Tabela de entradas de framework. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ CoreResource "jrs_core" Ajuste para core resource.
  ↳ CharacterResource "jrs_character" Ajuste para character resource.
  ↳ InventoryResource "jrs_inventory" Ajuste para inventory resource.
  ↳ RequireCharacterReady true Requires character ready: true = sim, false = não (padrão true).
  ↳ SyncRetryDelaysMs table Rehydrate the authoritative REDEMPIRE character/job after resource restarts and job changes.
  ↳ InteractionRetryDelaysMs table Tabela de entradas de interaction retry delays ms. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ RefreshIntervalMs 15000 Ajuste de tempo para refresh interval ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ 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 Quem pode: empregos, grupos ou permissões para job cache ms.
  ↳ LoadDoorsBeforeCharacterReady true Door world state must load before character selection finishes.

Database

Setting Default What it does
Database table Tabela de entradas de database. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ AutoCreateSchema true Automatically handles create schema: true = sim, false = não (padrão true).
  ↳ PersistRuntimeState true Chave para persist runtime state: true = ligado, false = desligado (padrão 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" Ajuste para main table.
  ↳ InitRetries 10 Número para init retries (padrão 10).
  ↳ InitRetryMs 2000 Número para init retry ms (padrão 2000).
  ↳ PushAfterDatabaseReady true Chave para push after database ready: true = ligado, false = desligado (padrão 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 = sim, false = não (padrão true).
  ↳ BundledSqlPath "sql/jrs_doorlocks.sql" Ajuste para bundled sql path.

Full access / management

Setting Default What it does
FullAccessIdentifiers table Tabela de entradas de full access identifiers. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
FullAccess table Tabela de entradas de full access. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ BypassDoorAccess true Chave para bypass door access: true = ligado, false = desligado (padrão true).
  ↳ AllowAllManagement true Allows all management: true = sim, false = não (padrão true).
  ↳ ManagementAdminBypass true Chave para management admin bypass: true = ligado, false = desligado (padrão true).
  ↳ ShowPromptForEveryDoor true Shows prompt for every door: true = sim, false = não (padrão true).
  ↳ BypassInteractionDistance false Full Access bypasses permissions, never physical proximity. Even an administrator must stand beside the registered door to toggle it.
Management table Tabela de entradas de management. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Create table Tabela de entradas de create. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Edit table Tabela de entradas de edit. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Admin table Quem pode: empregos, grupos ou permissões para admin.
  ↳ OpenAll table Tabela de entradas de open all. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.

The player must be physically beside the nearest registered door part.

Setting Default What it does
DoorDistance 1.50 Distância em unidades do jogo para door distance.
StreamDistance 55.0 Distância em unidades do jogo para stream distance.
EnableDrawSprite true Liga ou desliga draw sprite (padrão true).
Locking table Tabela de entradas de locking. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ MaintainPhysicalState true Chave para maintain physical state: true = ligado, false = desligado (padrão true).
  ↳ VerifyIntervalMs 5000 Ajuste de tempo para verify interval ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ VerifyNativeState true Chave para verify native state: true = ligado, false = desligado (padrão true).
  ↳ GroupResyncOnMismatch true Chave para group resync on mismatch: true = ligado, false = desligado (padrão true).
  ↳ LockedRatioTolerance 0.015 Número para locked ratio tolerance (padrão 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 Chave para freeze entity fallback: true = ligado, false = desligado (padrão true).
  ↳ RequestEntityControl true Chave para request entity control: true = ligado, false = desligado (padrão true).
  ↳ EntityLookupFallback true Chave para entity lookup fallback: true = ligado, false = desligado (padrão true).
  ↳ EntityLookupRadius 2.25 Distância em unidades do jogo para entity lookup radius.
  ↳ 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 Limite máximo para entity fallback max drift.
  ↳ 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 Número para door system binding grace ms (padrão 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 Número para new registration settle ms (padrão 500).
  ↳ CustomMapFallback true Chave para custom map fallback: true = ligado, false = desligado (padrão true).
  ↳ CustomHashPrefix "jrs_custom_door" Modelo ou entidade do jogo usado para custom hash prefix.
  ↳ FallbackHeadingToleranceDegrees 4.0 Número para fallback heading tolerance degrees (padrão 4.0).
  ↳ EntityControlTimeoutMs 180 Ajuste de tempo para entity control timeout ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ 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 = sim, false = não (padrão true).
  ↳ ForceShutOnInitialLock true Forces shut on initial lock: true = sim, false = não (padrão 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 Mínimo ou nível exigido para micro close min degrees.
  ↳ MicroCloseMaxDegrees 8.0 Limite máximo para micro close max degrees.
  ↳ 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 Mínimo ou nível exigido para bound failure min start ratio.
  ↳ BoundFailureMaxObservedMovementDegrees 0.75 Limite máximo para bound failure max observed movement degrees.
  ↳ BoundFailureMaxLegacyCorrectionDegrees 120.0 Limite máximo para bound failure max legacy correction degrees.
  ↳ BoundFailureRescueDurationMs 420 Ajuste de tempo para bound failure rescue duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ 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 Limite máximo para base locked close max correction degrees.
  ↳ 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 Chave para freeze bound entity while locked: true = ligado, false = desligado (padrão true).
  ↳ DisableEntityDynamicWhileLocked true Turns off entity dynamic while locked: true = sim, false = não (padrão true).
  ↳ EnforceHardLockWhileNearby true Chave para enforce hard lock while nearby: true = ligado, false = desligado (padrão true).
  ↳ TakeScriptOwnership false Chave para take script ownership: true = ligado, false = desligado (padrão false).
  ↳ DisableAutomaticState false Turns off automatic state: true = sim, false = não (padrão 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 Chave para smooth close on lock: true = ligado, false = desligado (padrão 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 = sim, false = não (padrão true).
  ↳ AutoCloseRetryCooldownMs 900 Ajuste de tempo para auto close retry cooldown ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ AutoCloseSettlePasses 7 Número para auto close settle passes (padrão 7).
  ↳ AutoCloseSettleIntervalMs 55 Ajuste de tempo para auto close settle interval ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ LockMoveDurationMs 900 Ajuste de tempo para lock move duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ TransitionTickMs 0 Número para transition tick ms (padrão 0).
  ↳ LockRetryDelaysMs table Tabela de entradas de lock retry delays ms. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ 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 Número para unlock stabilize ms (padrão 900).
  ↳ UnlockStabilizeIntervalMs 250 Ajuste de tempo para unlock stabilize interval ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.

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 Liga ou desliga enabled (padrão true).
  ↳ DefaultEnabled true Chave para default enabled: true = ligado, false = desligado (padrão true).
  ↳ DefaultDelayMs 15000 Ajuste de tempo para default delay ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ DefaultAutoLockAfterClose false Chave para default auto lock after close: true = ligado, false = desligado (padrão false).
  ↳ MinDelayMs 750 Ajuste de tempo para min delay ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ MaxDelayMs 30000 Ajuste de tempo para max delay ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ OpenRatioThreshold 0.08 Número para open ratio threshold (padrão 0.08).
  ↳ HeadingOpenThresholdDegrees 5.0 Número para heading open threshold degrees (padrão 5.0).
  ↳ BlockWhilePlayerNear true Safety: do not swing a door through a player standing in the doorway.
  ↳ PlayerBlockRadius 0.38 Distância em unidades do jogo para player block radius.
  ↳ RetryWhileBlockedMs 600 Número para retry while blocked ms (padrão 600).
  ↳ MaxBlockedWaitMs 8000 Ajuste de tempo para max blocked wait ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ MoveDurationMs 900 Physical close movement while the door remains logically UNLOCKED.
  ↳ TransitionTickMs 0 Número para transition tick ms (padrão 0).
  ↳ DetectIntervalMs 300 Ajuste de tempo para detect interval ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ StateMaintainDistance 24.0 Distância em unidades do jogo para state maintain distance.
  ↳ 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 Liga ou desliga enabled (padrão 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 Ajuste de tempo para max delay seconds. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ Audit true Audit system-triggered re-locks in jrs_doorlock_audit.

Native prompts / controls

Setting Default What it does
Prompts table Tabela de entradas de prompts. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Distance 1.50 Distância em unidades do jogo para distance.
  ↳ 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 Limite máximo para door name max length.
  ↳ 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" Texto mostrado ao jogador para description label. Altere para traduzir ou renomear.
  ↳ ToggleKeyLabel "G" Tecla ou controle usado para toggle key label. Os controles são valores hash da lista de entradas do jogo.
  ↳ LockpickKeyLabel "X" Tecla ou controle usado para lockpick key label. Os controles são valores hash da lista de entradas do jogo.
  ↳ StableTarget true Prevent nearby doors from fighting for the prompt and changing its name.
  ↳ TargetReleasePadding 0.25 Número para target release padding (padrão 0.25).
  ↳ TargetSwitchAdvantage 0.35 Número para target switch advantage (padrão 0.35).
  ↳ TargetSwitchHoldMs 300 Número para target switch hold ms (padrão 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 Número para visual hold ms (padrão 350).
  ↳ ToggleLabel "LOCK / UNLOCK" Texto mostrado ao jogador para toggle label. Altere para traduzir ou renomear.
  ↳ LockpickLabel "LOCKPICK" Texto mostrado ao jogador para lockpick label. Altere para traduzir ou renomear.
  ↳ 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" Texto mostrado ao jogador para select label. Altere para traduzir ou renomear.
  ↳ SelectCancelLabel "CANCEL" Texto mostrado ao jogador para select cancel label. Altere para traduzir ou renomear.
  ↳ SelectGroupLabel "REGISTER DOOR" Quem pode: empregos, grupos ou permissões para select group label.
  ↳ SelectAimLabel "AIM AT A DOOR" Texto mostrado ao jogador para select aim label. Altere para traduzir ou renomear.
  ↳ SelectReadyLabel "DOOR READY" Texto mostrado ao jogador para select ready label. Altere para traduzir ou renomear.
  ↳ SelectProgressLabel "DOOR %d / %d" Texto mostrado ao jogador para select progress label. Altere para traduzir ou renomear.
  ↳ SelectInputDebounceMs 220 Tecla ou controle usado para select input debounce ms. Os controles são valores hash da lista de entradas do jogo.
  ↳ 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 Chave para direct control fallback: true = ligado, false = desligado (padrão true).
  ↳ InputDebounceMs 550 Tecla ou controle usado para input debounce ms. Os controles são valores hash da lista de entradas do jogo.
  ↳ AlwaysShowState true Chave para always show state: true = ligado, false = desligado (padrão true).
  ↳ Priority 3 Número para priority (padrão 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 Tabela de entradas de commands. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Toggle "togglelock" Ajuste para toggle.
  ↳ Create "createdoor" Ajuste para create.
  ↳ Edit "editdoor" Ajuste para edit.
  ↳ Admin "dooradmin" Quem pode: empregos, grupos ou permissões para admin.
  ↳ Status "doorstatus" Ajuste para status.
  ↳ Reload "doorreload" Ajuste para reload.
  ↳ ClientStatus "doorclientstatus" Ajuste para client status.
  ↳ PromptStatus "doorpromptstatus" Texto mostrado ao jogador para prompt status. Altere para traduzir ou renomear.

Lockpick / law alert

Setting Default What it does
Lockpick table Tabela de entradas de lockpick. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Minigame true Chave para minigame: true = ligado, false = desligado (padrão true).
  ↳ Resource "lockpick" Ajuste para resource.
  ↳ Item "lockpick" Itens de inventário usados por item. Os nomes precisam existir na tabela jrs_items.
  ↳ RemoveOnSuccess false Chave para remove on success: true = ligado, false = desligado (padrão false).
  ↳ RemoveOnFail true Chave para remove on fail: true = ligado, false = desligado (padrão 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 Tabela de entradas de alert law. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Chance 60 Taxa ou multiplicador para chance.
  ↳ Distance 500.0 Distância em unidades do jogo para distance.
  ↳ Jobs table Quem pode: empregos, grupos ou permissões para jobs.
  ↳ Blip table Ajustes do blip ou ícone do mapa para blip.

Integrated notifications

Setting Default What it does
Notifications table Tabela de entradas de notifications. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Position "top-left" Coordenadas do mundo (x, y, z) para position.
  ↳ MaxVisible 3 Limite máximo para max visible.
  ↳ DefaultDurationMs 3000 Ajuste de tempo para default duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ SuccessDurationMs 2800 Ajuste de tempo para success duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ WarningDurationMs 3200 Ajuste de tempo para warning duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ ErrorDurationMs 3600 Ajuste de tempo para error duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ DedupeWindowMs 1400 Número para dedupe window ms (padrão 1400).
  ↳ RejectNoticeCooldownMs 2200 Ajuste de tempo para reject notice cooldown ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ ShowAccessType true Shows access type: true = sim, false = não (padrão true).
  ↳ ShowJobContext false Shows job context: true = sim, false = não (padrão false).
  ↳ DatabaseReadyNotice false Chave para database ready notice: true = ligado, false = desligado (padrão false).
  ↳ SecurityRejectNotices true Chave para security reject notices: true = ligado, false = desligado (padrão true).

Admin inspector

Setting Default What it does
AdminInspector table Quem pode: empregos, grupos ou permissões para admin inspector.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Distance 5.0 Distância em unidades do jogo para distance.
  ↳ RefreshMs 250 Número para refresh ms (padrão 250).
  ↳ PreferFacingDoor true Chave para prefer facing door: true = ligado, false = desligado (padrão true).
  ↳ FacingDot -0.10 Número para facing dot (padrão -0.10).
  ↳ InspectUnregistered true Chave para inspect unregistered: true = ligado, false = desligado (padrão true).
  ↳ UnregisteredRayDistance 8.0 Distância em unidades do jogo para unregistered ray distance.
  ↳ UnregisteredFacingDot 0.35 Número para unregistered facing dot (padrão 0.35).
  ↳ AllowRegisterFromInspector true Allows register from inspector: true = sim, false = não (padrão true).
  ↳ AllowTemporaryControl true Allows temporary control: true = sim, false = não (padrão true).

Performance

Setting Default What it does
Performance table Tabela de entradas de performance. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ SpatialIndex true Chave para spatial index: true = ligado, false = desligado (padrão true).
  ↳ SpatialCellSize 60.0 Número para spatial cell size (padrão 60.0).
  ↳ ScanNearMs 100 Número para scan near ms (padrão 100).
  ↳ ScanActiveMs 500 Número para scan active ms (padrão 500).
  ↳ ScanIdleMs 1000 Número para scan idle ms (padrão 1000).
  ↳ CoordinateCacheMs 150 Número para coordinate cache ms (padrão 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 Número para active door cache ms (padrão 650).
  ↳ InspectorCandidateDistance 8.0 Distância em unidades do jogo para inspector candidate distance.
  ↳ StateMaintainDistance 32.0 Distância em unidades do jogo para state maintain distance.
config/security.lua - 57 opções#

General

Setting Default What it does
Security table Tabela de entradas de security. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ ConsoleLog true Chave para console log: true = ligado, false = desligado (padrão true).
  ↳ ConsoleLogBenignRejects false Chave para console log benign rejects: true = ligado, false = desligado (padrão false).
  ↳ AuditSecurityDenials true Chave para audit security denials: true = ligado, false = desligado (padrão true).
  ↳ SessionMaxLength 160 Limite máximo para session max length.
  ↳ 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 Número para interaction proximity tolerance (padrão 0.50).
  ↳ ProximityTolerance 0.50 Número para proximity tolerance (padrão 0.50).
  ↳ MaxCreateDistance 25.0 Distância em unidades do jogo para max create distance.
  ↳ MaxNameLength 96 Payload / editor limits.
  ↳ MaxItemNameLength 64 Limite máximo para max item name length.
  ↳ MaxJobEntries 64 Limite máximo para max job entries.
  ↳ MaxCharacterEntries 128 Limite máximo para max character entries.
  ↳ MaxPayloadDepth 6 Limite máximo para max payload depth.
  ↳ MaxPayloadNodes 900 Limite máximo para max payload nodes.
  ↳ MaxPayloadString 256 Limite máximo para max payload string.
  ↳ MaxPayloadNumberAbs 1000000000000.0 Limite máximo para max payload number abs.
  ↳ ToggleCooldown 600 Per-action cooldowns in milliseconds.
  ↳ LockpickCooldown 1600 Ajuste de tempo para lockpick cooldown. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ AdminCooldown 650 Ajuste de tempo para admin cooldown. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ LoadCooldown 5000 Ajuste de tempo para load cooldown. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ AutoLockCooldown 1200 Ajuste de tempo para auto lock cooldown. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
  ↳ GlobalBurstWindowMs 1000 Global event burst protection before expensive framework/SQL work.
  ↳ GlobalBurstMax 20 Limite máximo para global burst max.
  ↳ GlobalBurstBlockMs 5000 Número para global burst block ms (padrão 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 Mínimo ou nível exigido para lockpick minimum ms.
  ↳ ExploitDropEnabled true Invalid/malicious requests accumulate strikes. Benign gameplay rejects do not.
  ↳ ExploitStrikeWindowMs 60000 Número para exploit strike window ms (padrão 60000).
  ↳ ExploitStrikeThreshold 24 Número para exploit strike threshold (padrão 24).
  ↳ RestrictedStateKeys table Tecla ou controle usado para restricted state keys. Os controles são valores hash da lista de entradas do jogo.

Backward-compatible aliases.

Setting Default What it does
NUI table Kept here so the resource has exactly TWO config files.
UnlockCommand Config.Commands.Toggle Ajuste para unlock command.
CreateDoor table Tabela de entradas de create door. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Command Config.Commands.Create Ajuste para command.
  ↳ Permission Config.Management.Create.Per... Quem pode: empregos, grupos ou permissões para permission.
  ↳ Group Config.Management.Create.Gro... Quem pode: empregos, grupos ou permissões para group.
EditDoor table Tabela de entradas de edit door. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Command Config.Commands.Edit Ajuste para command.
  ↳ Permission Config.Management.Edit.Permi... Quem pode: empregos, grupos ou permissões para permission.
  ↳ Group Config.Management.Edit.Group Quem pode: empregos, grupos ou permissões para group.
  ↳ DeleteConfirm "delete" Ajuste para delete confirm.
OpenAllDoors table Tabela de entradas de open all doors. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled Config.Management.OpenAll.En... Ajuste para enabled.
  ↳ Permission Config.Management.OpenAll.Pe... Quem pode: empregos, grupos ou permissões para permission.
  ↳ Group Config.Management.OpenAll.Gr... Quem pode: empregos, grupos ou permissões para group.
  ↳ ConsoleLog Config.Security.ConsoleLog Ajuste para console log.
AlertJobs table Quem pode: empregos, grupos ou permissões para alert jobs.
  ↳ AlertChance Config.AlertLaw.Chance Taxa ou multiplicador para alert chance.
  ↳ AlertDistance Config.AlertLaw.Distance Distância em unidades do jogo para alert distance.
  ↳ Jobs Config.AlertLaw.Jobs Quem pode: empregos, grupos ou permissões para jobs.
  ↳ Blip Config.AlertLaw.Blip Ajustes do blip ou ícone do mapa para blip.
Notes from the README#
text
# 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 678 linhas de Lua

Commands

  • /cancelrestart
  • /hurricaneclimax
  • /hurricanestop
  • /hurricanetest
  • /startrestart

Exports

AdvanceStorm, CalmStorm, CancelRestart, GetStormState, StartRestartStorm, StopClimax, TriggerClimax

config/config.lua - 22 opções#

General

Setting Default What it does
Debug false Debug output for debug: true = sim, false = não (padrão false).
Enabled true Master toggle. Set to false to fully disable the storm without unloading the resource.
CoreResource "jrs_core" Ajuste para core resource.
WeatherResource "weathersync" Ajuste para weather resource.
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 Número para calm wind speed (padrão 1.0).
CalmTransition 20.0 Número para calm transition (padrão 20.0).
NotifyDurationMs 12000 Ajuste de tempo para notify duration ms. A unidade (segundos, minutos ou milissegundos) costuma estar no nome da opção ou no comentário das opções vizinhas.
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 Liga ou desliga enabled (padrão 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#
text
# 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 - 17 opções#

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 Quem pode: empregos, grupos ou permissões para manage groups.
Ace table Tabela de entradas de ace. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
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 "" Ajuste para avatar.
  ↳ Footer "REDEMPIRE · jrs_logs" Ajuste para footer.
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 Tabela de entradas de live toast levels. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.

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 - 117 opções#

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 Quem pode: empregos, grupos ou permissões para admin panel.
  ↳ enabled true تفعيل لوحة الإدارة
  ↳ command "managesafezone" أمر إدارة المناطق الآمنة
  ↳ updateInterval 1000 معدل التحديث (بالمللي ثانية)
AdminCommand Config.AdminPanel.command Quem pode: empregos, grupos ou permissões para admin command.
ClientTick table Tabela de entradas de client tick. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ zoneLogic 0 منطق التحقق من المنطقة
  ↳ antiAbuseShoot 50 مكافحة إساءة إطلاق النار
  ↳ antiAbuseExplosives 100 مكافحة إساءة المتفجرات
  ↳ username "سجلات المناطق الآمنة" Ajuste para username.
  ↳ avatar_url "" Ajuste para avatar url.
  ↳ color 16711680 Número para color (padrão 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 Tabela de entradas de enter safezone. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ exitSafezone table Tabela de entradas de exit safezone. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ combatTag table Tabela de entradas de combat tag. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ warningNearby table Tabela de entradas de warning nearby. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
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 Tabela de entradas de hard. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ soft table Tabela de entradas de soft. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ rp table Tabela de entradas de rp. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
UI table إعدادات الواجهة
  ↳ showBanner false إظهار الشريط
  ↳ bannerText table Texto mostrado ao jogador para banner text. Altere para traduzir ou renomear.
  ↳ colors table Tabela de entradas de colors. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ blurEffect false تأثير ضبابي
  ↳ blurIntensity 1.0 شدة الضباب
  ↳ blurTimecycle "teaser_trainShot" Ajuste para blur timecycle.
Admin Config.Admin or &#123;&#125; 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 Chave para bwsheriff: true = ligado, false = desligado (padrão true).
  ↳ valsheriff true Chave para valsheriff: true = ligado, false = desligado (padrão true).
  ↳ armsheriff true Chave para armsheriff: true = ligado, false = desligado (padrão true).
  ↳ armheriff true Chave para armheriff: true = ligado, false = desligado (padrão true).
  ↳ twsheriff true Chave para twsheriff: true = ligado, false = desligado (padrão true).
  ↳ stbsheriff true Chave para stbsheriff: true = ligado, false = desligado (padrão true).
  ↳ rhdsheriff true Chave para rhdsheriff: true = ligado, false = desligado (padrão true).
  ↳ sdsheriff true Chave para sdsheriff: true = ligado, false = desligado (padrão true).
  ↳ annsheriff true Chave para annsheriff: true = ligado, false = desligado (padrão true).
  ↳ marshal true Chave para marshal: true = ligado, false = desligado (padrão true).
  ↳ sisika true Chave para sisika: true = ligado, false = desligado (padrão true).
  ↳ police true Chave para police: true = ligado, false = desligado (padrão true).
  ↳ sheriff true Chave para sheriff: true = ligado, false = desligado (padrão true).
  ↳ pinkerton true Chave para pinkerton: true = ligado, false = desligado (padrão true).
  ↳ guardgre true Chave para guardgre: true = ligado, false = desligado (padrão true).
  ↳ guardred true Chave para guardred: true = ligado, false = desligado (padrão true).
  ↳ guardyel true Chave para guardyel: true = ligado, false = desligado (padrão true).
  ↳ guardblu true Chave para guardblu: true = ligado, false = desligado (padrão true).
  ↳ REDEMPIRE true Chave para redempire: true = ligado, false = desligado (padrão true).
  ↳ ALFIE true Chave para alfie: true = ligado, false = desligado (padrão true).
  ↳ Guamrma true Chave para guamrma: true = ligado, false = desligado (padrão true).
  ↳ guarma true Chave para guarma: true = ligado, false = desligado (padrão true).
  ↳ repguard true Chave para repguard: true = ligado, false = desligado (padrão true).
  ↳ president true Chave para president: true = ligado, false = desligado (padrão true).
  ↳ justice true Chave para justice: true = ligado, false = desligado (padrão true).
  ↳ bankman true Chave para bankman: true = ligado, false = desligado (padrão true).
  ↳ kingdom true Chave para kingdom: true = ligado, false = desligado (padrão true).
  ↳ paper true Chave para paper: true = ligado, false = desligado (padrão 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 Chave para weapon: true = ligado, false = desligado (padrão true).
  ↳ weaponstore true Chave para weaponstore: true = ligado, false = desligado (padrão true).
  ↳ gunsmith true Chave para gunsmith: true = ligado, false = desligado (padrão true).
  ↳ rguns true Chave para rguns: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_valentine true Chave para gunsmith valentine: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_tumbleweed true Chave para gunsmith tumbleweed: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_strawberry true Chave para gunsmith strawberry: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_blackwater true Chave para gunsmith blackwater: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_rhodes true Chave para gunsmith rhodes: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_guarma true Chave para gunsmith guarma: true = ligado, false = desligado (padrão true).
  ↳ gunsmith_saintdenis true Chave para gunsmith saintdenis: true = ligado, false = desligado (padrão true).
WeaponWorkerStoreType "weapon_store" Modelo ou entidade do jogo usado para weapon worker store type.
Safezones table تعريف المناطق الآمنة
DefaultZones Config.Safezones Ajuste para default zones.
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 Liga ou desliga enabled (padrão 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 Liga ou desliga enabled (padrão true).

RDO-style loading command (merged from jrs_key)

Setting Default What it does
LoadingCommand table Tabela de entradas de loading command. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ Enabled true Liga ou desliga enabled (padrão true).
  ↳ Command "rdo_loading" Ajuste para command.
  ↳ HoldMs 5000 Número para hold ms (padrão 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 182 linhas de Lua

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#
text
# 💻 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 657 linhas de Lua
config.lua - 13 opções#

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 Liga ou desliga jrs admin (padrão true).
Identifiers table Tabela de entradas de identifiers. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
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 - 39 opções#

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 Tabela de entradas de default gta weather pattern. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ clear table Tabela de entradas de clear. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ clouds table Tabela de entradas de clouds. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ foggy table Tabela de entradas de foggy. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ overcast table Tabela de entradas de overcast. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ clearing table Tabela de entradas de clearing. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ rain table Tabela de entradas de rain. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ thunder table Tabela de entradas de thunder. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ extrasunny table Tabela de entradas de extrasunny. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
defaultRdrWeatherPattern table Tabela de entradas de default rdr weather pattern. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ sunny table Tabela de entradas de sunny. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ clouds table Tabela de entradas de clouds. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ overcastdark table Tabela de entradas de overcastdark. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ misty table Tabela de entradas de misty. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ fog table Tabela de entradas de fog. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ overcast table Tabela de entradas de overcast. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ drizzle table Tabela de entradas de drizzle. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ rain table Tabela de entradas de rain. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ thunder table Tabela de entradas de thunder. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ thunderstorm table Tabela de entradas de thunderstorm. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ hurricane table Tabela de entradas de hurricane. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
  ↳ shower table Tabela de entradas de shower. Adicione, remova ou edite entradas seguindo os exemplos do arquivo.
disableSnowOnCayoPerico false Disable snowy weather and snow on ground when on Cayo Perico
Notes from the README#
text
# 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 |
|---|---|---|
| [![Forecast and admin UI](https://i.imgur.com/Scn0z0Em.jpg)](https://imgur.com/Scn0z0E) | [![Region-specific weather](https://i.imgur.com/Loif9SMm.jpg)](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`                                    |
JRS Core · Framework RedM gratuito e de código aberto · feito pela JRS TEAM