Administration tools, logging and anti-cheat.
This folder has 12 scripts. Pick a script in the tabs below.
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 options#
General
| Setting | Default | What it does |
|---|---|---|
Jails |
table |
Table of jails entries. Add, remove or edit entries following the examples in the file. |
ExitFromJail |
table |
Table of exit from jail entries. Add, remove or edit entries following the examples in the file. |
jailed_player |
'You have been imprisoned by... |
Setting for jailed player. |
released_player |
"You were released from prison" |
Setting for released player. |
query_error |
"A database error occurred." |
Setting for query error. |
increase_time |
"Jail time increased by " |
Setting for increase time. |
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 | 957 Lua lines |
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 options#
General
| Setting | Default | What it does |
|---|---|---|
Version |
"6.2.0" |
Setting for version. |
Locale |
"ar" |
Interface language of this script (en or ar). |
EnableDev |
false |
Turns dev on or off (default false). |
Framework
| Setting | Default | What it does |
|---|---|---|
Framework |
table |
Table of framework entries. Add, remove or edit entries following the examples in the file. |
↳ CoreResource |
"jrs_core" |
Setting for core resource. |
↳ CharacterResource |
"jrs_character" |
Setting for character resource. |
↳ InventoryResource |
"jrs_inventory" |
Setting for inventory resource. |
↳ RequireCharacterReady |
true |
Requires character ready: true = yes, false = no (default true). |
↳ SyncRetryDelaysMs |
table |
Rehydrate the authoritative REDEMPIRE character/job after resource restarts and job changes. |
↳ InteractionRetryDelaysMs |
table |
Table of interaction retry delays ms entries. Add, remove or edit entries following the examples in the file. |
↳ RefreshIntervalMs |
15000 |
Time setting for refresh interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ 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 |
Who is allowed: jobs, groups or permissions for job cache ms. |
↳ LoadDoorsBeforeCharacterReady |
true |
Door world state must load before character selection finishes. |
Database
| Setting | Default | What it does |
|---|---|---|
Database |
table |
Table of database entries. Add, remove or edit entries following the examples in the file. |
↳ AutoCreateSchema |
true |
Automatically handles create schema: true = yes, false = no (default true). |
↳ PersistRuntimeState |
true |
Switch for persist runtime state: true = on, false = off (default 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" |
Setting for main table. |
↳ InitRetries |
10 |
Number for init retries (default 10). |
↳ InitRetryMs |
2000 |
Number for init retry ms (default 2000). |
↳ PushAfterDatabaseReady |
true |
Switch for push after database ready: true = on, false = off (default 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 = yes, false = no (default true). |
↳ BundledSqlPath |
"sql/jrs_doorlocks.sql" |
Setting for bundled sql path. |
Full access / management
| Setting | Default | What it does |
|---|---|---|
FullAccessIdentifiers |
table |
Table of full access identifiers entries. Add, remove or edit entries following the examples in the file. |
FullAccess |
table |
Table of full access entries. Add, remove or edit entries following the examples in the file. |
↳ BypassDoorAccess |
true |
Switch for bypass door access: true = on, false = off (default true). |
↳ AllowAllManagement |
true |
Allows all management: true = yes, false = no (default true). |
↳ ManagementAdminBypass |
true |
Switch for management admin bypass: true = on, false = off (default true). |
↳ ShowPromptForEveryDoor |
true |
Shows prompt for every door: true = yes, false = no (default true). |
↳ BypassInteractionDistance |
false |
Full Access bypasses permissions, never physical proximity. Even an administrator must stand beside the registered door to toggle it. |
Management |
table |
Table of management entries. Add, remove or edit entries following the examples in the file. |
↳ Create |
table |
Table of create entries. Add, remove or edit entries following the examples in the file. |
↳ Edit |
table |
Table of edit entries. Add, remove or edit entries following the examples in the file. |
↳ Admin |
table |
Who is allowed: jobs, groups or permissions for admin. |
↳ OpenAll |
table |
Table of open all entries. Add, remove or edit entries following the examples in the file. |
The player must be physically beside the nearest registered door part.
| Setting | Default | What it does |
|---|---|---|
DoorDistance |
1.50 |
Distance in game units that applies to door distance. |
StreamDistance |
55.0 |
Distance in game units that applies to stream distance. |
EnableDrawSprite |
true |
Turns draw sprite on or off (default true). |
Locking |
table |
Table of locking entries. Add, remove or edit entries following the examples in the file. |
↳ MaintainPhysicalState |
true |
Switch for maintain physical state: true = on, false = off (default true). |
↳ VerifyIntervalMs |
5000 |
Time setting for verify interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ VerifyNativeState |
true |
Switch for verify native state: true = on, false = off (default true). |
↳ GroupResyncOnMismatch |
true |
Switch for group resync on mismatch: true = on, false = off (default true). |
↳ LockedRatioTolerance |
0.015 |
Number for locked ratio tolerance (default 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 |
Switch for freeze entity fallback: true = on, false = off (default true). |
↳ RequestEntityControl |
true |
Switch for request entity control: true = on, false = off (default true). |
↳ EntityLookupFallback |
true |
Switch for entity lookup fallback: true = on, false = off (default true). |
↳ EntityLookupRadius |
2.25 |
Distance in game units that applies to 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 |
Upper limit for 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 |
Number for door system binding grace ms (default 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 |
Number for new registration settle ms (default 500). |
↳ CustomMapFallback |
true |
Switch for custom map fallback: true = on, false = off (default true). |
↳ CustomHashPrefix |
"jrs_custom_door" |
Game model or entity used for custom hash prefix. |
↳ FallbackHeadingToleranceDegrees |
4.0 |
Number for fallback heading tolerance degrees (default 4.0). |
↳ EntityControlTimeoutMs |
180 |
Time setting for entity control timeout ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ 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 = yes, false = no (default true). |
↳ ForceShutOnInitialLock |
true |
Forces shut on initial lock: true = yes, false = no (default 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 |
Minimum or level requirement for micro close min degrees. |
↳ MicroCloseMaxDegrees |
8.0 |
Upper limit for 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 |
Minimum or level requirement for bound failure min start ratio. |
↳ BoundFailureMaxObservedMovementDegrees |
0.75 |
Upper limit for bound failure max observed movement degrees. |
↳ BoundFailureMaxLegacyCorrectionDegrees |
120.0 |
Upper limit for bound failure max legacy correction degrees. |
↳ BoundFailureRescueDurationMs |
420 |
Time setting for bound failure rescue duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ 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 |
Upper limit for 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 |
Switch for freeze bound entity while locked: true = on, false = off (default true). |
↳ DisableEntityDynamicWhileLocked |
true |
Turns off entity dynamic while locked: true = yes, false = no (default true). |
↳ EnforceHardLockWhileNearby |
true |
Switch for enforce hard lock while nearby: true = on, false = off (default true). |
↳ TakeScriptOwnership |
false |
Switch for take script ownership: true = on, false = off (default false). |
↳ DisableAutomaticState |
false |
Turns off automatic state: true = yes, false = no (default 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 |
Switch for smooth close on lock: true = on, false = off (default 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 = yes, false = no (default true). |
↳ AutoCloseRetryCooldownMs |
900 |
Time setting for auto close retry cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ AutoCloseSettlePasses |
7 |
Number for auto close settle passes (default 7). |
↳ AutoCloseSettleIntervalMs |
55 |
Time setting for auto close settle interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ LockMoveDurationMs |
900 |
Time setting for lock move duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ TransitionTickMs |
0 |
Number for transition tick ms (default 0). |
↳ LockRetryDelaysMs |
table |
Table of lock retry delays ms entries. Add, remove or edit entries following the examples in the file. |
↳ 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 |
Number for unlock stabilize ms (default 900). |
↳ UnlockStabilizeIntervalMs |
250 |
Time setting for unlock stabilize interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
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 |
Turns enabled on or off (default true). |
↳ DefaultEnabled |
true |
Switch for default enabled: true = on, false = off (default true). |
↳ DefaultDelayMs |
15000 |
Time setting for default delay ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ DefaultAutoLockAfterClose |
false |
Switch for default auto lock after close: true = on, false = off (default false). |
↳ MinDelayMs |
750 |
Time setting for min delay ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ MaxDelayMs |
30000 |
Time setting for max delay ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ OpenRatioThreshold |
0.08 |
Number for open ratio threshold (default 0.08). |
↳ HeadingOpenThresholdDegrees |
5.0 |
Number for heading open threshold degrees (default 5.0). |
↳ BlockWhilePlayerNear |
true |
Safety: do not swing a door through a player standing in the doorway. |
↳ PlayerBlockRadius |
0.38 |
Distance in game units that applies to player block radius. |
↳ RetryWhileBlockedMs |
600 |
Number for retry while blocked ms (default 600). |
↳ MaxBlockedWaitMs |
8000 |
Time setting for max blocked wait ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ MoveDurationMs |
900 |
Physical close movement while the door remains logically UNLOCKED. |
↳ TransitionTickMs |
0 |
Number for transition tick ms (default 0). |
↳ DetectIntervalMs |
300 |
Time setting for detect interval ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ StateMaintainDistance |
24.0 |
Distance in game units that applies to 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 |
Turns enabled on or off (default 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 |
Time setting for max delay seconds. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ Audit |
true |
Audit system-triggered re-locks in jrs_doorlock_audit. |
Native prompts / controls
| Setting | Default | What it does |
|---|---|---|
Prompts |
table |
Table of prompts entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Distance |
1.50 |
Distance in game units that applies to 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 |
Upper limit for 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" |
Text shown to the player for description label. Change it to translate or rebrand. |
↳ ToggleKeyLabel |
"G" |
Key or control used for toggle key label. Controls are hash values from the game input list. |
↳ LockpickKeyLabel |
"X" |
Key or control used for lockpick key label. Controls are hash values from the game input list. |
↳ StableTarget |
true |
Prevent nearby doors from fighting for the prompt and changing its name. |
↳ TargetReleasePadding |
0.25 |
Number for target release padding (default 0.25). |
↳ TargetSwitchAdvantage |
0.35 |
Number for target switch advantage (default 0.35). |
↳ TargetSwitchHoldMs |
300 |
Number for target switch hold ms (default 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 |
Number for visual hold ms (default 350). |
↳ ToggleLabel |
"LOCK / UNLOCK" |
Text shown to the player for toggle label. Change it to translate or rebrand. |
↳ LockpickLabel |
"LOCKPICK" |
Text shown to the player for lockpick label. Change it to translate or rebrand. |
↳ 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" |
Text shown to the player for select label. Change it to translate or rebrand. |
↳ SelectCancelLabel |
"CANCEL" |
Text shown to the player for select cancel label. Change it to translate or rebrand. |
↳ SelectGroupLabel |
"REGISTER DOOR" |
Who is allowed: jobs, groups or permissions for select group label. |
↳ SelectAimLabel |
"AIM AT A DOOR" |
Text shown to the player for select aim label. Change it to translate or rebrand. |
↳ SelectReadyLabel |
"DOOR READY" |
Text shown to the player for select ready label. Change it to translate or rebrand. |
↳ SelectProgressLabel |
"DOOR %d / %d" |
Text shown to the player for select progress label. Change it to translate or rebrand. |
↳ SelectInputDebounceMs |
220 |
Key or control used for select input debounce ms. Controls are hash values from the game input list. |
↳ 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 |
Switch for direct control fallback: true = on, false = off (default true). |
↳ InputDebounceMs |
550 |
Key or control used for input debounce ms. Controls are hash values from the game input list. |
↳ AlwaysShowState |
true |
Switch for always show state: true = on, false = off (default true). |
↳ Priority |
3 |
Number for priority (default 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 |
Table of commands entries. Add, remove or edit entries following the examples in the file. |
↳ Toggle |
"togglelock" |
Setting for toggle. |
↳ Create |
"createdoor" |
Setting for create. |
↳ Edit |
"editdoor" |
Setting for edit. |
↳ Admin |
"dooradmin" |
Who is allowed: jobs, groups or permissions for admin. |
↳ Status |
"doorstatus" |
Setting for status. |
↳ Reload |
"doorreload" |
Setting for reload. |
↳ ClientStatus |
"doorclientstatus" |
Setting for client status. |
↳ PromptStatus |
"doorpromptstatus" |
Text shown to the player for prompt status. Change it to translate or rebrand. |
Lockpick / law alert
| Setting | Default | What it does |
|---|---|---|
Lockpick |
table |
Table of lockpick entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Minigame |
true |
Switch for minigame: true = on, false = off (default true). |
↳ Resource |
"lockpick" |
Setting for resource. |
↳ Item |
"lockpick" |
Inventory items used by item. Names must exist in the jrs_items table. |
↳ RemoveOnSuccess |
false |
Switch for remove on success: true = on, false = off (default false). |
↳ RemoveOnFail |
true |
Switch for remove on fail: true = on, false = off (default 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 |
Table of alert law entries. Add, remove or edit entries following the examples in the file. |
↳ Chance |
60 |
Rate or multiplier for chance. |
↳ Distance |
500.0 |
Distance in game units that applies to distance. |
↳ Jobs |
table |
Who is allowed: jobs, groups or permissions for jobs. |
↳ Blip |
table |
Map blip or icon settings for blip. |
Integrated notifications
| Setting | Default | What it does |
|---|---|---|
Notifications |
table |
Table of notifications entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Position |
"top-left" |
World coordinates (x, y, z) used for position. |
↳ MaxVisible |
3 |
Upper limit for max visible. |
↳ DefaultDurationMs |
3000 |
Time setting for default duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ SuccessDurationMs |
2800 |
Time setting for success duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ WarningDurationMs |
3200 |
Time setting for warning duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ ErrorDurationMs |
3600 |
Time setting for error duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ DedupeWindowMs |
1400 |
Number for dedupe window ms (default 1400). |
↳ RejectNoticeCooldownMs |
2200 |
Time setting for reject notice cooldown ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ ShowAccessType |
true |
Shows access type: true = yes, false = no (default true). |
↳ ShowJobContext |
false |
Shows job context: true = yes, false = no (default false). |
↳ DatabaseReadyNotice |
false |
Switch for database ready notice: true = on, false = off (default false). |
↳ SecurityRejectNotices |
true |
Switch for security reject notices: true = on, false = off (default true). |
Admin inspector
| Setting | Default | What it does |
|---|---|---|
AdminInspector |
table |
Who is allowed: jobs, groups or permissions for admin inspector. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Distance |
5.0 |
Distance in game units that applies to distance. |
↳ RefreshMs |
250 |
Number for refresh ms (default 250). |
↳ PreferFacingDoor |
true |
Switch for prefer facing door: true = on, false = off (default true). |
↳ FacingDot |
-0.10 |
Number for facing dot (default -0.10). |
↳ InspectUnregistered |
true |
Switch for inspect unregistered: true = on, false = off (default true). |
↳ UnregisteredRayDistance |
8.0 |
Distance in game units that applies to unregistered ray distance. |
↳ UnregisteredFacingDot |
0.35 |
Number for unregistered facing dot (default 0.35). |
↳ AllowRegisterFromInspector |
true |
Allows register from inspector: true = yes, false = no (default true). |
↳ AllowTemporaryControl |
true |
Allows temporary control: true = yes, false = no (default true). |
Performance
| Setting | Default | What it does |
|---|---|---|
Performance |
table |
Table of performance entries. Add, remove or edit entries following the examples in the file. |
↳ SpatialIndex |
true |
Switch for spatial index: true = on, false = off (default true). |
↳ SpatialCellSize |
60.0 |
Number for spatial cell size (default 60.0). |
↳ ScanNearMs |
100 |
Number for scan near ms (default 100). |
↳ ScanActiveMs |
500 |
Number for scan active ms (default 500). |
↳ ScanIdleMs |
1000 |
Number for scan idle ms (default 1000). |
↳ CoordinateCacheMs |
150 |
Number for coordinate cache ms (default 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 |
Number for active door cache ms (default 650). |
↳ InspectorCandidateDistance |
8.0 |
Distance in game units that applies to inspector candidate distance. |
↳ StateMaintainDistance |
32.0 |
Distance in game units that applies to state maintain distance. |
config/security.lua - 57 options#
General
| Setting | Default | What it does |
|---|---|---|
Security |
table |
Table of security entries. Add, remove or edit entries following the examples in the file. |
↳ ConsoleLog |
true |
Switch for console log: true = on, false = off (default true). |
↳ ConsoleLogBenignRejects |
false |
Switch for console log benign rejects: true = on, false = off (default false). |
↳ AuditSecurityDenials |
true |
Switch for audit security denials: true = on, false = off (default true). |
↳ SessionMaxLength |
160 |
Upper limit for 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 |
Number for interaction proximity tolerance (default 0.50). |
↳ ProximityTolerance |
0.50 |
Number for proximity tolerance (default 0.50). |
↳ MaxCreateDistance |
25.0 |
Distance in game units that applies to max create distance. |
↳ MaxNameLength |
96 |
Payload / editor limits. |
↳ MaxItemNameLength |
64 |
Upper limit for max item name length. |
↳ MaxJobEntries |
64 |
Upper limit for max job entries. |
↳ MaxCharacterEntries |
128 |
Upper limit for max character entries. |
↳ MaxPayloadDepth |
6 |
Upper limit for max payload depth. |
↳ MaxPayloadNodes |
900 |
Upper limit for max payload nodes. |
↳ MaxPayloadString |
256 |
Upper limit for max payload string. |
↳ MaxPayloadNumberAbs |
1000000000000.0 |
Upper limit for max payload number abs. |
↳ ToggleCooldown |
600 |
Per-action cooldowns in milliseconds. |
↳ LockpickCooldown |
1600 |
Time setting for lockpick cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ AdminCooldown |
650 |
Time setting for admin cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ LoadCooldown |
5000 |
Time setting for load cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ AutoLockCooldown |
1200 |
Time setting for auto lock cooldown. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
↳ GlobalBurstWindowMs |
1000 |
Global event burst protection before expensive framework/SQL work. |
↳ GlobalBurstMax |
20 |
Upper limit for global burst max. |
↳ GlobalBurstBlockMs |
5000 |
Number for global burst block ms (default 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 |
Minimum or level requirement for lockpick minimum ms. |
↳ ExploitDropEnabled |
true |
Invalid/malicious requests accumulate strikes. Benign gameplay rejects do not. |
↳ ExploitStrikeWindowMs |
60000 |
Number for exploit strike window ms (default 60000). |
↳ ExploitStrikeThreshold |
24 |
Number for exploit strike threshold (default 24). |
↳ RestrictedStateKeys |
table |
Key or control used for restricted state keys. Controls are hash values from the game input list. |
Backward-compatible aliases.
| Setting | Default | What it does |
|---|---|---|
NUI |
table |
Kept here so the resource has exactly TWO config files. |
UnlockCommand |
Config.Commands.Toggle |
Setting for unlock command. |
CreateDoor |
table |
Table of create door entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Command |
Config.Commands.Create |
Setting for command. |
↳ Permission |
Config.Management.Create.Per... |
Who is allowed: jobs, groups or permissions for permission. |
↳ Group |
Config.Management.Create.Gro... |
Who is allowed: jobs, groups or permissions for group. |
EditDoor |
table |
Table of edit door entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Command |
Config.Commands.Edit |
Setting for command. |
↳ Permission |
Config.Management.Edit.Permi... |
Who is allowed: jobs, groups or permissions for permission. |
↳ Group |
Config.Management.Edit.Group |
Who is allowed: jobs, groups or permissions for group. |
↳ DeleteConfirm |
"delete" |
Setting for delete confirm. |
OpenAllDoors |
table |
Table of open all doors entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
Config.Management.OpenAll.En... |
Setting for enabled. |
↳ Permission |
Config.Management.OpenAll.Pe... |
Who is allowed: jobs, groups or permissions for permission. |
↳ Group |
Config.Management.OpenAll.Gr... |
Who is allowed: jobs, groups or permissions for group. |
↳ ConsoleLog |
Config.Security.ConsoleLog |
Setting for console log. |
AlertJobs |
table |
Who is allowed: jobs, groups or permissions for alert jobs. |
↳ AlertChance |
Config.AlertLaw.Chance |
Rate or multiplier for alert chance. |
↳ AlertDistance |
Config.AlertLaw.Distance |
Distance in game units that applies to alert distance. |
↳ Jobs |
Config.AlertLaw.Jobs |
Who is allowed: jobs, groups or permissions for jobs. |
↳ Blip |
Config.AlertLaw.Blip |
Map blip or icon settings for blip. |
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 | 678 Lua lines |
Commands
/cancelrestart/hurricaneclimax/hurricanestop/hurricanetest/startrestart
Exports
AdvanceStorm, CalmStorm, CancelRestart, GetStormState, StartRestartStorm, StopClimax, TriggerClimax
config/config.lua - 22 options#
General
| Setting | Default | What it does |
|---|---|---|
Debug |
false |
Debug output for debug: true = yes, false = no (default false). |
Enabled |
true |
Master toggle. Set to false to fully disable the storm without unloading the resource. |
CoreResource |
"jrs_core" |
Setting for core resource. |
WeatherResource |
"weathersync" |
Setting for 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 |
Number for calm wind speed (default 1.0). |
CalmTransition |
20.0 |
Number for calm transition (default 20.0). |
NotifyDurationMs |
12000 |
Time setting for notify duration ms. The unit (seconds, minutes or milliseconds) is usually in the option name or the comment of the neighbouring options. |
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 |
Turns enabled on or off (default 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 - 17 options#
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 |
Who is allowed: jobs, groups or permissions for manage groups. |
Ace |
table |
Table of ace entries. Add, remove or edit entries following the examples in the file. |
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 |
"" |
Setting for avatar. |
↳ Footer |
"REDEMPIRE · jrs_logs" |
Setting for 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 |
Table of live toast levels entries. Add, remove or edit entries following the examples in the file. |
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 options#
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 |
Who is allowed: jobs, groups or permissions for admin panel. |
↳ enabled |
true |
تفعيل لوحة الإدارة |
↳ command |
"managesafezone" |
أمر إدارة المناطق الآمنة |
↳ updateInterval |
1000 |
معدل التحديث (بالمللي ثانية) |
AdminCommand |
Config.AdminPanel.command |
Who is allowed: jobs, groups or permissions for admin command. |
ClientTick |
table |
Table of client tick entries. Add, remove or edit entries following the examples in the file. |
↳ zoneLogic |
0 |
منطق التحقق من المنطقة |
↳ antiAbuseShoot |
50 |
مكافحة إساءة إطلاق النار |
↳ antiAbuseExplosives |
100 |
مكافحة إساءة المتفجرات |
↳ username |
"سجلات المناطق الآمنة" |
Setting for username. |
↳ avatar_url |
"" |
Setting for avatar url. |
↳ color |
16711680 |
Number for color (default 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 |
Table of enter safezone entries. Add, remove or edit entries following the examples in the file. |
↳ exitSafezone |
table |
Table of exit safezone entries. Add, remove or edit entries following the examples in the file. |
↳ combatTag |
table |
Table of combat tag entries. Add, remove or edit entries following the examples in the file. |
↳ warningNearby |
table |
Table of warning nearby entries. Add, remove or edit entries following the examples in the file. |
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 |
Table of hard entries. Add, remove or edit entries following the examples in the file. |
↳ soft |
table |
Table of soft entries. Add, remove or edit entries following the examples in the file. |
↳ rp |
table |
Table of rp entries. Add, remove or edit entries following the examples in the file. |
UI |
table |
إعدادات الواجهة |
↳ showBanner |
false |
إظهار الشريط |
↳ bannerText |
table |
Text shown to the player for banner text. Change it to translate or rebrand. |
↳ colors |
table |
Table of colors entries. Add, remove or edit entries following the examples in the file. |
↳ blurEffect |
false |
تأثير ضبابي |
↳ blurIntensity |
1.0 |
شدة الضباب |
↳ blurTimecycle |
"teaser_trainShot" |
Setting for blur timecycle. |
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 |
Switch for bwsheriff: true = on, false = off (default true). |
↳ valsheriff |
true |
Switch for valsheriff: true = on, false = off (default true). |
↳ armsheriff |
true |
Switch for armsheriff: true = on, false = off (default true). |
↳ armheriff |
true |
Switch for armheriff: true = on, false = off (default true). |
↳ twsheriff |
true |
Switch for twsheriff: true = on, false = off (default true). |
↳ stbsheriff |
true |
Switch for stbsheriff: true = on, false = off (default true). |
↳ rhdsheriff |
true |
Switch for rhdsheriff: true = on, false = off (default true). |
↳ sdsheriff |
true |
Switch for sdsheriff: true = on, false = off (default true). |
↳ annsheriff |
true |
Switch for annsheriff: true = on, false = off (default true). |
↳ marshal |
true |
Switch for marshal: true = on, false = off (default true). |
↳ sisika |
true |
Switch for sisika: true = on, false = off (default true). |
↳ police |
true |
Switch for police: true = on, false = off (default true). |
↳ sheriff |
true |
Switch for sheriff: true = on, false = off (default true). |
↳ pinkerton |
true |
Switch for pinkerton: true = on, false = off (default true). |
↳ guardgre |
true |
Switch for guardgre: true = on, false = off (default true). |
↳ guardred |
true |
Switch for guardred: true = on, false = off (default true). |
↳ guardyel |
true |
Switch for guardyel: true = on, false = off (default true). |
↳ guardblu |
true |
Switch for guardblu: true = on, false = off (default true). |
↳ REDEMPIRE |
true |
Switch for redempire: true = on, false = off (default true). |
↳ ALFIE |
true |
Switch for alfie: true = on, false = off (default true). |
↳ Guamrma |
true |
Switch for guamrma: true = on, false = off (default true). |
↳ guarma |
true |
Switch for guarma: true = on, false = off (default true). |
↳ repguard |
true |
Switch for repguard: true = on, false = off (default true). |
↳ president |
true |
Switch for president: true = on, false = off (default true). |
↳ justice |
true |
Switch for justice: true = on, false = off (default true). |
↳ bankman |
true |
Switch for bankman: true = on, false = off (default true). |
↳ kingdom |
true |
Switch for kingdom: true = on, false = off (default true). |
↳ paper |
true |
Switch for paper: true = on, false = off (default 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 |
Switch for weapon: true = on, false = off (default true). |
↳ weaponstore |
true |
Switch for weaponstore: true = on, false = off (default true). |
↳ gunsmith |
true |
Switch for gunsmith: true = on, false = off (default true). |
↳ rguns |
true |
Switch for rguns: true = on, false = off (default true). |
↳ gunsmith_valentine |
true |
Switch for gunsmith valentine: true = on, false = off (default true). |
↳ gunsmith_tumbleweed |
true |
Switch for gunsmith tumbleweed: true = on, false = off (default true). |
↳ gunsmith_strawberry |
true |
Switch for gunsmith strawberry: true = on, false = off (default true). |
↳ gunsmith_blackwater |
true |
Switch for gunsmith blackwater: true = on, false = off (default true). |
↳ gunsmith_rhodes |
true |
Switch for gunsmith rhodes: true = on, false = off (default true). |
↳ gunsmith_guarma |
true |
Switch for gunsmith guarma: true = on, false = off (default true). |
↳ gunsmith_saintdenis |
true |
Switch for gunsmith saintdenis: true = on, false = off (default true). |
WeaponWorkerStoreType |
"weapon_store" |
Game model or entity used for weapon worker store type. |
Safezones |
table |
تعريف المناطق الآمنة |
DefaultZones |
Config.Safezones |
Setting for 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 |
Turns enabled on or off (default 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 |
Turns enabled on or off (default true). |
RDO-style loading command (merged from jrs_key)
| Setting | Default | What it does |
|---|---|---|
LoadingCommand |
table |
Table of loading command entries. Add, remove or edit entries following the examples in the file. |
↳ Enabled |
true |
Turns enabled on or off (default true). |
↳ Command |
"rdo_loading" |
Setting for command. |
↳ HoldMs |
5000 |
Number for hold ms (default 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 Lua lines |
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 | 657 Lua lines |
config.lua - 13 options#
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 |
Turns jrs admin on or off (default true). |
Identifiers |
table |
Table of identifiers entries. Add, remove or edit entries following the examples in the file. |
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 options#
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 |
Table of default gta weather pattern entries. Add, remove or edit entries following the examples in the file. |
↳ clear |
table |
Table of clear entries. Add, remove or edit entries following the examples in the file. |
↳ clouds |
table |
Table of clouds entries. Add, remove or edit entries following the examples in the file. |
↳ foggy |
table |
Table of foggy entries. Add, remove or edit entries following the examples in the file. |
↳ overcast |
table |
Table of overcast entries. Add, remove or edit entries following the examples in the file. |
↳ clearing |
table |
Table of clearing entries. Add, remove or edit entries following the examples in the file. |
↳ rain |
table |
Table of rain entries. Add, remove or edit entries following the examples in the file. |
↳ thunder |
table |
Table of thunder entries. Add, remove or edit entries following the examples in the file. |
↳ extrasunny |
table |
Table of extrasunny entries. Add, remove or edit entries following the examples in the file. |
defaultRdrWeatherPattern |
table |
Table of default rdr weather pattern entries. Add, remove or edit entries following the examples in the file. |
↳ sunny |
table |
Table of sunny entries. Add, remove or edit entries following the examples in the file. |
↳ clouds |
table |
Table of clouds entries. Add, remove or edit entries following the examples in the file. |
↳ overcastdark |
table |
Table of overcastdark entries. Add, remove or edit entries following the examples in the file. |
↳ misty |
table |
Table of misty entries. Add, remove or edit entries following the examples in the file. |
↳ fog |
table |
Table of fog entries. Add, remove or edit entries following the examples in the file. |
↳ overcast |
table |
Table of overcast entries. Add, remove or edit entries following the examples in the file. |
↳ drizzle |
table |
Table of drizzle entries. Add, remove or edit entries following the examples in the file. |
↳ rain |
table |
Table of rain entries. Add, remove or edit entries following the examples in the file. |
↳ thunder |
table |
Table of thunder entries. Add, remove or edit entries following the examples in the file. |
↳ thunderstorm |
table |
Table of thunderstorm entries. Add, remove or edit entries following the examples in the file. |
↳ hurricane |
table |
Table of hurricane entries. Add, remove or edit entries following the examples in the file. |
↳ shower |
table |
Table of shower entries. Add, remove or edit entries following the examples in the file. |
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` |