Administration tools, logging and anti-cheat.
此文件夹有 12 个脚本。在下方标签中选择。
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 个选项#
General
| Setting | Default | What it does |
|---|---|---|
Jails |
table |
jails 条目表。按文件中的示例添加、删除或修改条目。 |
ExitFromJail |
table |
exit from jail 条目表。按文件中的示例添加、删除或修改条目。 |
jailed_player |
'You have been imprisoned by... |
jailed player 的设置。 |
released_player |
"You were released from prison" |
released player 的设置。 |
query_error |
"A database error occurred." |
query error 的设置。 |
increase_time |
"Jail time increased by " |
increase time 的设置。 |
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 行 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 个选项#
General
| Setting | Default | What it does |
|---|---|---|
Version |
"6.2.0" |
version 的设置。 |
Locale |
"ar" |
此脚本的界面语言(en 或 ar)。 |
EnableDev |
false |
开启或关闭 dev(默认 false)。 |
Framework
| Setting | Default | What it does |
|---|---|---|
Framework |
table |
framework 条目表。按文件中的示例添加、删除或修改条目。 |
↳ CoreResource |
"jrs_core" |
core resource 的设置。 |
↳ CharacterResource |
"jrs_character" |
character resource 的设置。 |
↳ InventoryResource |
"jrs_inventory" |
inventory resource 的设置。 |
↳ RequireCharacterReady |
true |
Requires character ready:true = 是,false = 否(默认 true)。 |
↳ SyncRetryDelaysMs |
table |
Rehydrate the authoritative REDEMPIRE character/job after resource restarts and job changes. |
↳ InteractionRetryDelaysMs |
table |
interaction retry delays ms 条目表。按文件中的示例添加、删除或修改条目。 |
↳ RefreshIntervalMs |
15000 |
refresh interval ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ 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 |
允许谁:job cache ms 的职业、组或权限。 |
↳ LoadDoorsBeforeCharacterReady |
true |
Door world state must load before character selection finishes. |
Database
| Setting | Default | What it does |
|---|---|---|
Database |
table |
database 条目表。按文件中的示例添加、删除或修改条目。 |
↳ AutoCreateSchema |
true |
Automatically handles create schema:true = 是,false = 否(默认 true)。 |
↳ PersistRuntimeState |
true |
persist runtime state 的开关:true = 开,false = 关(默认 true)。 |
↳ ApplyStartStateOnBoot |
true |
On resource/server start restore the configured BASIC state (locked_on_start). Runtime lock/unlock is intentionally temporary and is not resumed after a restart. |
↳ MainTable |
"jrs_doorlocks" |
main table 的设置。 |
↳ InitRetries |
10 |
init retries 的数值(默认 10)。 |
↳ InitRetryMs |
2000 |
init retry ms 的数值(默认 2000)。 |
↳ PushAfterDatabaseReady |
true |
push after database ready 的开关:true = 开,false = 关(默认 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 = 是,false = 否(默认 true)。 |
↳ BundledSqlPath |
"sql/jrs_doorlocks.sql" |
bundled sql path 的设置。 |
Full access / management
| Setting | Default | What it does |
|---|---|---|
FullAccessIdentifiers |
table |
full access identifiers 条目表。按文件中的示例添加、删除或修改条目。 |
FullAccess |
table |
full access 条目表。按文件中的示例添加、删除或修改条目。 |
↳ BypassDoorAccess |
true |
bypass door access 的开关:true = 开,false = 关(默认 true)。 |
↳ AllowAllManagement |
true |
Allows all management:true = 是,false = 否(默认 true)。 |
↳ ManagementAdminBypass |
true |
management admin bypass 的开关:true = 开,false = 关(默认 true)。 |
↳ ShowPromptForEveryDoor |
true |
Shows prompt for every door:true = 是,false = 否(默认 true)。 |
↳ BypassInteractionDistance |
false |
Full Access bypasses permissions, never physical proximity. Even an administrator must stand beside the registered door to toggle it. |
Management |
table |
management 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Create |
table |
create 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Edit |
table |
edit 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Admin |
table |
允许谁:admin 的职业、组或权限。 |
↳ OpenAll |
table |
open all 条目表。按文件中的示例添加、删除或修改条目。 |
The player must be physically beside the nearest registered door part.
| Setting | Default | What it does |
|---|---|---|
DoorDistance |
1.50 |
door distance 的游戏内距离。 |
StreamDistance |
55.0 |
stream distance 的游戏内距离。 |
EnableDrawSprite |
true |
开启或关闭 draw sprite(默认 true)。 |
Locking |
table |
locking 条目表。按文件中的示例添加、删除或修改条目。 |
↳ MaintainPhysicalState |
true |
maintain physical state 的开关:true = 开,false = 关(默认 true)。 |
↳ VerifyIntervalMs |
5000 |
verify interval ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ VerifyNativeState |
true |
verify native state 的开关:true = 开,false = 关(默认 true)。 |
↳ GroupResyncOnMismatch |
true |
group resync on mismatch 的开关:true = 开,false = 关(默认 true)。 |
↳ LockedRatioTolerance |
0.015 |
locked ratio tolerance 的数值(默认 0.015)。 |
↳ ForceClosedOnLock |
true |
Custom MLO/YMAP fallback only when a real DoorSystem binding is unavailable. Calibrate the actual CLOSED pose once from /dooradmin for stubborn/custom doors. |
↳ FreezeEntityFallback |
true |
freeze entity fallback 的开关:true = 开,false = 关(默认 true)。 |
↳ RequestEntityControl |
true |
request entity control 的开关:true = 开,false = 关(默认 true)。 |
↳ EntityLookupFallback |
true |
entity lookup fallback 的开关:true = 开,false = 关(默认 true)。 |
↳ EntityLookupRadius |
2.25 |
entity lookup radius 的游戏内距离。 |
↳ EntityCacheMaxDrift |
1.35 |
A cached handle is accepted only while it is still an OBJECT with the exact door model and remains close to the SQL part position. This prevents stale door cache entries from freezing/rotating NPCs, horses or unrelated props. |
↳ EntityFallbackMaxDrift |
1.35 |
entity fallback max drift 的上限。 |
↳ PhysicsReadyFallbackGraceMs |
5200 |
Restart safety: while an already-registered DoorSystem hash is waiting for its streamed physics binding, do not treat the visible object as a custom fallback. After this grace a true custom door may use the fallback path. |
↳ DoorSystemBindingGraceMs |
2200 |
door system binding grace ms 的数值(默认 2200)。 |
↳ RestartAdoptionSettleMs |
900 |
Restart settle window. Existing YMAP/Rockstar registrations can survive a resource restart while their object/physics transform is still settling. Do not write state, ratio or heading during this short adoption window. |
↳ NewRegistrationSettleMs |
500 |
new registration settle ms 的数值(默认 500)。 |
↳ CustomMapFallback |
true |
custom map fallback 的开关:true = 开,false = 关(默认 true)。 |
↳ CustomHashPrefix |
"jrs_custom_door" |
custom hash prefix 使用的游戏模型或实体。 |
↳ FallbackHeadingToleranceDegrees |
4.0 |
fallback heading tolerance degrees 的数值(默认 4.0)。 |
↳ EntityControlTimeoutMs |
180 |
entity control timeout ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ 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 = 是,false = 否(默认 true)。 |
↳ ForceShutOnInitialLock |
true |
Forces shut on initial lock:true = 是,false = 否(默认 true)。 |
↳ MicroCloseCorrection |
true |
Some map doors report ratio 0 but remain visually ajar by a few degrees. This correction is intentionally tiny; large heading differences are never touched. |
↳ MicroCloseMinDegrees |
0.20 |
micro close min degrees 的最低值或等级要求。 |
↳ MicroCloseMaxDegrees |
8.0 |
micro close max degrees 的上限。 |
↳ BoundFailureLegacyPoseFallback |
true |
but whose streamed MLO object does not visibly rotate. Legacy heading is considered only after native movement is proven ineffective, never as the normal closed pose for a bound door. |
↳ BoundFailureMinStartRatio |
0.08 |
bound failure min start ratio 的最低值或等级要求。 |
↳ BoundFailureMaxObservedMovementDegrees |
0.75 |
bound failure max observed movement degrees 的上限。 |
↳ BoundFailureMaxLegacyCorrectionDegrees |
120.0 |
bound failure max legacy correction degrees 的上限。 |
↳ BoundFailureRescueDurationMs |
420 |
bound failure rescue duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ UseStartHeadingForBaseLockedClose |
true |
DoorSystem/MLO reports ratio=0 without moving the rendered object, REDEMPIRE may use this start pose as a bounded visual target. 135 degrees accepts a normal ~90-degree swing but still rejects a dangerous 180-degree reversal. |
↳ BaseLockedCloseMaxCorrectionDegrees |
135.0 |
base locked close max correction degrees 的上限。 |
↳ HardPhysicalLock |
true |
Hard physical lock: once a door reaches the closed frame it is made immovable until an authoritative unlock is received. This applies to both Rockstar DoorSystem doors and custom-map physical fallbacks. |
↳ FreezeBoundEntityWhileLocked |
true |
freeze bound entity while locked 的开关:true = 开,false = 关(默认 true)。 |
↳ DisableEntityDynamicWhileLocked |
true |
Turns off entity dynamic while locked:true = 是,false = 否(默认 true)。 |
↳ EnforceHardLockWhileNearby |
true |
enforce hard lock while nearby 的开关:true = 开,false = 关(默认 true)。 |
↳ TakeScriptOwnership |
false |
take script ownership 的开关:true = 开,false = 关(默认 false)。 |
↳ DisableAutomaticState |
false |
Turns off automatic state:true = 是,false = 否(默认 false)。 |
↳ SmoothMovement |
true |
Lock closes toward DoorSystem ratio 0 before committing LOCKED. Unlock only releases the lock/physics; it never forces an old open pose. This prevents imported headings/ratio signs from visually reversing state. |
↳ SmoothCloseOnLock |
true |
smooth close on lock 的开关:true = 开,false = 关(默认 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 = 是,false = 否(默认 true)。 |
↳ AutoCloseRetryCooldownMs |
900 |
auto close retry cooldown ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ AutoCloseSettlePasses |
7 |
auto close settle passes 的数值(默认 7)。 |
↳ AutoCloseSettleIntervalMs |
55 |
auto close settle interval ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ LockMoveDurationMs |
900 |
lock move duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ TransitionTickMs |
0 |
transition tick ms 的数值(默认 0)。 |
↳ LockRetryDelaysMs |
table |
lock retry delays ms 条目表。按文件中的示例添加、删除或修改条目。 |
↳ UnlockRetryDelaysMs |
table |
Keep reasserting UNLOCK beyond restart/binding settle windows. The release operation is idempotent and also repairs a freeze left by an older instance. |
↳ UnlockStabilizeMs |
900 |
unlock stabilize ms 的数值(默认 900)。 |
↳ UnlockStabilizeIntervalMs |
250 |
unlock stabilize interval ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
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 |
开启或关闭 enabled(默认 true)。 |
↳ DefaultEnabled |
true |
default enabled 的开关:true = 开,false = 关(默认 true)。 |
↳ DefaultDelayMs |
15000 |
default delay ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ DefaultAutoLockAfterClose |
false |
default auto lock after close 的开关:true = 开,false = 关(默认 false)。 |
↳ MinDelayMs |
750 |
min delay ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ MaxDelayMs |
30000 |
max delay ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ OpenRatioThreshold |
0.08 |
open ratio threshold 的数值(默认 0.08)。 |
↳ HeadingOpenThresholdDegrees |
5.0 |
heading open threshold degrees 的数值(默认 5.0)。 |
↳ BlockWhilePlayerNear |
true |
Safety: do not swing a door through a player standing in the doorway. |
↳ PlayerBlockRadius |
0.38 |
player block radius 的游戏内距离。 |
↳ RetryWhileBlockedMs |
600 |
retry while blocked ms 的数值(默认 600)。 |
↳ MaxBlockedWaitMs |
8000 |
max blocked wait ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ MoveDurationMs |
900 |
Physical close movement while the door remains logically UNLOCKED. |
↳ TransitionTickMs |
0 |
transition tick ms 的数值(默认 0)。 |
↳ DetectIntervalMs |
300 |
detect interval ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ StateMaintainDistance |
24.0 |
state maintain distance 的游戏内距离。 |
↳ 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 |
开启或关闭 enabled(默认 true)。 |
↳ DelaySeconds |
30 |
Player-forgotten door safety: exactly 30 seconds by default. DelaySeconds is authoritative. DelayMinutes remains supported by the server only as a backwards-compatible fallback for old configs. |
↳ IncludeLockpick |
false |
Lockpick robbery doors stay open after a successful break-in. Their runtime HoldOpen flag suppresses both server Auto-ReLock and client passive Auto-Close until somebody explicitly locks the door. |
↳ ScanIntervalMs |
250 |
Server scan interval for the current runtime session. A resource/server restart intentionally clears pending deadlines and restores locked_on_start. |
↳ MinDelaySeconds |
30 |
Maximum accepted configuration range. Defensive bounds prevent accidental zero/huge values from producing a tight loop or multi-year stale deadline. |
↳ MaxDelaySeconds |
3600 |
max delay seconds 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ Audit |
true |
Audit system-triggered re-locks in jrs_doorlock_audit. |
Native prompts / controls
| Setting | Default | What it does |
|---|---|---|
Prompts |
table |
prompts 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Distance |
1.50 |
distance 的游戏内距离。 |
↳ GroupFallbackLabel |
"DOOR" |
Prompt description uses the canonical/original SQL name for the selected logical door. It never swaps to state/job/access/timer text. |
↳ DoorNameMaxLength |
48 |
door name max length 的上限。 |
↳ Renderer |
"native" |
REDEMPIRE 6.0.0: native RedM/RDR3 prompt group. No gameplay NUI prompt is used. RedM places the native prompt group in its standard lower-right HUD area. |
↳ DescriptionMode |
"native" |
gameplay prompts use RedM natives only |
↳ DescriptionLabel |
"DOOR" |
description label 显示给玩家的文本。可修改以翻译或更名。 |
↳ ToggleKeyLabel |
"G" |
toggle key label 使用的按键或控制。控制是游戏输入列表中的 hash 值。 |
↳ LockpickKeyLabel |
"X" |
lockpick key label 使用的按键或控制。控制是游戏输入列表中的 hash 值。 |
↳ StableTarget |
true |
Prevent nearby doors from fighting for the prompt and changing its name. |
↳ TargetReleasePadding |
0.25 |
target release padding 的数值(默认 0.25)。 |
↳ TargetSwitchAdvantage |
0.35 |
target switch advantage 的数值(默认 0.35)。 |
↳ TargetSwitchHoldMs |
300 |
target switch hold ms 的数值(默认 300)。 |
↳ VisualReleasePadding |
0.25 |
Visual hysteresis: the HUD is released a little farther than the actual interaction radius and survives short streaming/snapshot misses. Inputs stay disabled outside Distance, so this does not weaken server/client range checks. |
↳ VisualHoldMs |
350 |
visual hold ms 的数值(默认 350)。 |
↳ ToggleLabel |
"LOCK / UNLOCK" |
toggle label 显示给玩家的文本。可修改以翻译或更名。 |
↳ LockpickLabel |
"LOCKPICK" |
lockpick label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectionEnabled |
true |
Door registration / selection is a native RedM prompt group as well, so creating a door uses exactly the same interaction surface as using one. E = confirm the aimed physical door, BACKSPACE / X = cancel the registration. |
↳ SelectLabel |
"SELECT DOOR" |
select label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectCancelLabel |
"CANCEL" |
select cancel label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectGroupLabel |
"REGISTER DOOR" |
允许谁:select group label 的职业、组或权限。 |
↳ SelectAimLabel |
"AIM AT A DOOR" |
select aim label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectReadyLabel |
"DOOR READY" |
select ready label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectProgressLabel |
"DOOR %d / %d" |
select progress label 显示给玩家的文本。可修改以翻译或更名。 |
↳ SelectInputDebounceMs |
220 |
select input debounce ms 使用的按键或控制。控制是游戏输入列表中的 hash 值。 |
↳ SelectionReleaseCooldownMs |
450 |
Short input freeze after the selection closes so the X used to cancel the selection cannot immediately register as a LOCKPICK press on the door the player is standing at. |
↳ UseKeyMapping |
false |
Direct RedM control polling is the default. RegisterKeyMapping can be intercepted/rebound by other resources on some builds and was causing G to appear dead even while the HUD was visible. |
↳ UseNativeCompletion |
false |
Prompt visuals are native RedM; input is read from RedM controls directly by default to avoid artifact-specific PromptHasStandardModeCompleted issues. |
↳ DirectControlFallback |
true |
direct control fallback 的开关:true = 开,false = 关(默认 true)。 |
↳ InputDebounceMs |
550 |
input debounce ms 使用的按键或控制。控制是游戏输入列表中的 hash 值。 |
↳ AlwaysShowState |
true |
always show state 的开关:true = 开,false = 关(默认 true)。 |
↳ Priority |
3 |
priority 的数值(默认 3)。 |
Keys |
table |
0x17BEC168 was previously used here for "E"; that hash is INPUT_..._RIGHT, not E, so the physical-door selection confirm key never fired and no new door could ever be registered from /createdoor or /dooradmin. |
↳ select |
0xCEFD9220 |
E |
↳ lock |
0x760A9C6F |
G |
↳ lockpick |
0x8CC9CD42 |
X |
↳ cancel |
0x156F7119 |
BACKSPACE (X, ESC, and Right Click also supported as fallback) |
Commands |
table |
commands 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Toggle |
"togglelock" |
toggle 的设置。 |
↳ Create |
"createdoor" |
create 的设置。 |
↳ Edit |
"editdoor" |
edit 的设置。 |
↳ Admin |
"dooradmin" |
允许谁:admin 的职业、组或权限。 |
↳ Status |
"doorstatus" |
status 的设置。 |
↳ Reload |
"doorreload" |
reload 的设置。 |
↳ ClientStatus |
"doorclientstatus" |
client status 的设置。 |
↳ PromptStatus |
"doorpromptstatus" |
prompt status 显示给玩家的文本。可修改以翻译或更名。 |
Lockpick / law alert
| Setting | Default | What it does |
|---|---|---|
Lockpick |
table |
lockpick 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Minigame |
true |
minigame 的开关:true = 开,false = 关(默认 true)。 |
↳ Resource |
"lockpick" |
resource 的设置。 |
↳ Item |
"lockpick" |
item 使用的背包物品。名称必须存在于 jrs_items 表中。 |
↳ RemoveOnSuccess |
false |
remove on success 的开关:true = 开,false = 关(默认 false)。 |
↳ RemoveOnFail |
true |
remove on fail 的开关:true = 开,false = 关(默认 true)。 |
↳ HoldOpenAfterSuccess |
true |
open/unlocked and is EXEMPT from all automatic close/re-lock paths. Manual/admin locking clears this runtime exemption. Resource/server restart also clears it and restores locked_on_start as normal. |
AlertLaw |
table |
alert law 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Chance |
60 |
chance 的比率或倍数。 |
↳ Distance |
500.0 |
distance 的游戏内距离。 |
↳ Jobs |
table |
允许谁:jobs 的职业、组或权限。 |
↳ Blip |
table |
blip 的地图标记或图标设置。 |
Integrated notifications
| Setting | Default | What it does |
|---|---|---|
Notifications |
table |
notifications 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Position |
"top-left" |
position 使用的世界坐标(x, y, z)。 |
↳ MaxVisible |
3 |
max visible 的上限。 |
↳ DefaultDurationMs |
3000 |
default duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ SuccessDurationMs |
2800 |
success duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ WarningDurationMs |
3200 |
warning duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ ErrorDurationMs |
3600 |
error duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ DedupeWindowMs |
1400 |
dedupe window ms 的数值(默认 1400)。 |
↳ RejectNoticeCooldownMs |
2200 |
reject notice cooldown ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ ShowAccessType |
true |
Shows access type:true = 是,false = 否(默认 true)。 |
↳ ShowJobContext |
false |
Shows job context:true = 是,false = 否(默认 false)。 |
↳ DatabaseReadyNotice |
false |
database ready notice 的开关:true = 开,false = 关(默认 false)。 |
↳ SecurityRejectNotices |
true |
security reject notices 的开关:true = 开,false = 关(默认 true)。 |
Admin inspector
| Setting | Default | What it does |
|---|---|---|
AdminInspector |
table |
允许谁:admin inspector 的职业、组或权限。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Distance |
5.0 |
distance 的游戏内距离。 |
↳ RefreshMs |
250 |
refresh ms 的数值(默认 250)。 |
↳ PreferFacingDoor |
true |
prefer facing door 的开关:true = 开,false = 关(默认 true)。 |
↳ FacingDot |
-0.10 |
facing dot 的数值(默认 -0.10)。 |
↳ InspectUnregistered |
true |
inspect unregistered 的开关:true = 开,false = 关(默认 true)。 |
↳ UnregisteredRayDistance |
8.0 |
unregistered ray distance 的游戏内距离。 |
↳ UnregisteredFacingDot |
0.35 |
unregistered facing dot 的数值(默认 0.35)。 |
↳ AllowRegisterFromInspector |
true |
Allows register from inspector:true = 是,false = 否(默认 true)。 |
↳ AllowTemporaryControl |
true |
Allows temporary control:true = 是,false = 否(默认 true)。 |
Performance
| Setting | Default | What it does |
|---|---|---|
Performance |
table |
performance 条目表。按文件中的示例添加、删除或修改条目。 |
↳ SpatialIndex |
true |
spatial index 的开关:true = 开,false = 关(默认 true)。 |
↳ SpatialCellSize |
60.0 |
spatial cell size 的数值(默认 60.0)。 |
↳ ScanNearMs |
100 |
scan near ms 的数值(默认 100)。 |
↳ ScanActiveMs |
500 |
scan active ms 的数值(默认 500)。 |
↳ ScanIdleMs |
1000 |
scan idle ms 的数值(默认 1000)。 |
↳ CoordinateCacheMs |
150 |
coordinate cache ms 的数值(默认 150)。 |
↳ EntityPoolCacheMs |
1400 |
Kept for config compatibility. The door-entity fallback no longer builds a cached snapshot of the whole CObject pool (that drained the fwScriptGuid pool); it does a small area query around each door instead. |
↳ ActiveDoorCacheMs |
650 |
active door cache ms 的数值(默认 650)。 |
↳ InspectorCandidateDistance |
8.0 |
inspector candidate distance 的游戏内距离。 |
↳ StateMaintainDistance |
32.0 |
state maintain distance 的游戏内距离。 |
config/security.lua - 57 个选项#
General
| Setting | Default | What it does |
|---|---|---|
Security |
table |
security 条目表。按文件中的示例添加、删除或修改条目。 |
↳ ConsoleLog |
true |
console log 的开关:true = 开,false = 关(默认 true)。 |
↳ ConsoleLogBenignRejects |
false |
console log benign rejects 的开关:true = 开,false = 关(默认 false)。 |
↳ AuditSecurityDenials |
true |
audit security denials 的开关:true = 开,false = 关(默认 true)。 |
↳ SessionMaxLength |
160 |
session max length 的上限。 |
↳ RequireCharacterReadyForInteraction |
true |
Strong server-authoritative interaction envelope. Client supplied coordinates are NOT trusted for authorization in hardened mode. |
↳ InteractionServerDistance |
2.00 |
Server replicated coordinates can trail the client by a fraction of a metre, so the server envelope is only 0.50m wider than the 1.50m prompt. |
↳ InteractionProximityTolerance |
0.50 |
interaction proximity tolerance 的数值(默认 0.50)。 |
↳ ProximityTolerance |
0.50 |
proximity tolerance 的数值(默认 0.50)。 |
↳ MaxCreateDistance |
25.0 |
max create distance 的游戏内距离。 |
↳ MaxNameLength |
96 |
Payload / editor limits. |
↳ MaxItemNameLength |
64 |
max item name length 的上限。 |
↳ MaxJobEntries |
64 |
max job entries 的上限。 |
↳ MaxCharacterEntries |
128 |
max character entries 的上限。 |
↳ MaxPayloadDepth |
6 |
max payload depth 的上限。 |
↳ MaxPayloadNodes |
900 |
max payload nodes 的上限。 |
↳ MaxPayloadString |
256 |
max payload string 的上限。 |
↳ MaxPayloadNumberAbs |
1000000000000.0 |
max payload number abs 的上限。 |
↳ ToggleCooldown |
600 |
Per-action cooldowns in milliseconds. |
↳ LockpickCooldown |
1600 |
lockpick cooldown 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ AdminCooldown |
650 |
admin cooldown 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ LoadCooldown |
5000 |
load cooldown 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ AutoLockCooldown |
1200 |
auto lock cooldown 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
↳ GlobalBurstWindowMs |
1000 |
Global event burst protection before expensive framework/SQL work. |
↳ GlobalBurstMax |
20 |
global burst max 的上限。 |
↳ GlobalBurstBlockMs |
5000 |
global burst block ms 的数值(默认 5000)。 |
↳ DoorMutationLockMs |
2200 |
Prevent concurrent state mutations on the same logical door. |
↳ ApplyReportSessionMs |
8000 |
Physical apply report must match the requesting source/audit/door. |
↳ LockpickSessionMs |
30000 |
Lockpick session validation. |
↳ LockpickMinimumMs |
1200 |
lockpick minimum ms 的最低值或等级要求。 |
↳ ExploitDropEnabled |
true |
Invalid/malicious requests accumulate strikes. Benign gameplay rejects do not. |
↳ ExploitStrikeWindowMs |
60000 |
exploit strike window ms 的数值(默认 60000)。 |
↳ ExploitStrikeThreshold |
24 |
exploit strike threshold 的数值(默认 24)。 |
↳ RestrictedStateKeys |
table |
restricted state keys 使用的按键或控制。控制是游戏输入列表中的 hash 值。 |
Backward-compatible aliases.
| Setting | Default | What it does |
|---|---|---|
NUI |
table |
Kept here so the resource has exactly TWO config files. |
UnlockCommand |
Config.Commands.Toggle |
unlock command 的设置。 |
CreateDoor |
table |
create door 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Command |
Config.Commands.Create |
command 的设置。 |
↳ Permission |
Config.Management.Create.Per... |
允许谁:permission 的职业、组或权限。 |
↳ Group |
Config.Management.Create.Gro... |
允许谁:group 的职业、组或权限。 |
EditDoor |
table |
edit door 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Command |
Config.Commands.Edit |
command 的设置。 |
↳ Permission |
Config.Management.Edit.Permi... |
允许谁:permission 的职业、组或权限。 |
↳ Group |
Config.Management.Edit.Group |
允许谁:group 的职业、组或权限。 |
↳ DeleteConfirm |
"delete" |
delete confirm 的设置。 |
OpenAllDoors |
table |
open all doors 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
Config.Management.OpenAll.En... |
enabled 的设置。 |
↳ Permission |
Config.Management.OpenAll.Pe... |
允许谁:permission 的职业、组或权限。 |
↳ Group |
Config.Management.OpenAll.Gr... |
允许谁:group 的职业、组或权限。 |
↳ ConsoleLog |
Config.Security.ConsoleLog |
console log 的设置。 |
AlertJobs |
table |
允许谁:alert jobs 的职业、组或权限。 |
↳ AlertChance |
Config.AlertLaw.Chance |
alert chance 的比率或倍数。 |
↳ AlertDistance |
Config.AlertLaw.Distance |
alert distance 的游戏内距离。 |
↳ Jobs |
Config.AlertLaw.Jobs |
允许谁:jobs 的职业、组或权限。 |
↳ Blip |
Config.AlertLaw.Blip |
blip 的地图标记或图标设置。 |
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 行 Lua |
Commands
/cancelrestart/hurricaneclimax/hurricanestop/hurricanetest/startrestart
Exports
AdvanceStorm, CalmStorm, CancelRestart, GetStormState, StartRestartStorm, StopClimax, TriggerClimax
config/config.lua - 22 个选项#
General
| Setting | Default | What it does |
|---|---|---|
Debug |
false |
Debug output for debug:true = 是,false = 否(默认 false)。 |
Enabled |
true |
Master toggle. Set to false to fully disable the storm without unloading the resource. |
CoreResource |
"jrs_core" |
core resource 的设置。 |
WeatherResource |
"weathersync" |
weather resource 的设置。 |
RevertOnSkip |
true |
Revert to calm weather when txAdmin reports the scheduled restart was skipped/postponed (admin cancelled it, or a warning got skipped). |
TestAce |
"jrs.hurricane" |
Optional ACE permission for the manual test commands. add_ace group.admin jrs.hurricane allow |
AdminScope |
"hurricane" |
Scope key checked against jrs_admin's permission gateway (exports.jrs_admin:HasAdminPermission(src, Config.AdminScope)) as a fallback when the caller has no ACE grant. |
Read as: once secondsRemaining drops to/under threshold[i], the storm is
| Setting | Default | What it does |
|---|---|---|
TimeStageSeconds |
table |
at least stage (i + 1). Keep this list sorted highest-to-lowest. |
Stages |
table |
transition is the weathersync weather-transition time in seconds (how long the sky takes to morph into this stage); windSpeed is applied instantly, weathersync's setWind has no transition of its own. |
CalmWeather |
"sunny" |
Weather/wind restored when the storm is cleared (restart skipped, or /hurricanestop used by an admin). |
CalmWindSpeed |
1.0 |
calm wind speed 的数值(默认 1.0)。 |
CalmTransition |
20.0 |
calm transition 的数值(默认 20.0)。 |
NotifyDurationMs |
12000 |
notify duration ms 的时间设置。单位(秒、分钟或毫秒)通常写在选项名或相邻选项的注释里。 |
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 |
开启或关闭 enabled(默认 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 个选项#
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 |
允许谁:manage groups 的职业、组或权限。 |
Ace |
table |
ace 条目表。按文件中的示例添加、删除或修改条目。 |
RetentionDays |
30 |
logs older than this are deleted (0 = keep forever) |
PageSize |
60 |
rows per page in the viewer |
↳ Username |
"" |
empty: Discord shows each webhook's own name (the script name) and avatar |
↳ Avatar |
"" |
avatar 的设置。 |
↳ Footer |
"REDEMPIRE · jrs_logs" |
footer 的设置。 |
Builtin |
table |
Built-in logs that no other script writes. |
↳ Connections |
true |
join / leave (with drop reason) |
↳ Resources |
true |
resource start / stop after boot |
↳ TxAdmin |
true |
kicks, warns, bans, announcements, restarts |
↳ Chat |
true |
chat messages |
LiveToasts |
false |
In-game toast for staff when a new warning/danger log arrives while the viewer is closed (each admin can switch it off in the viewer). |
LiveToastLevels |
table |
live toast levels 条目表。按文件中的示例添加、删除或修改条目。 |
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 个选项#
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 |
允许谁:admin panel 的职业、组或权限。 |
↳ enabled |
true |
تفعيل لوحة الإدارة |
↳ command |
"managesafezone" |
أمر إدارة المناطق الآمنة |
↳ updateInterval |
1000 |
معدل التحديث (بالمللي ثانية) |
AdminCommand |
Config.AdminPanel.command |
允许谁:admin command 的职业、组或权限。 |
ClientTick |
table |
client tick 条目表。按文件中的示例添加、删除或修改条目。 |
↳ zoneLogic |
0 |
منطق التحقق من المنطقة |
↳ antiAbuseShoot |
50 |
مكافحة إساءة إطلاق النار |
↳ antiAbuseExplosives |
100 |
مكافحة إساءة المتفجرات |
↳ username |
"سجلات المناطق الآمنة" |
username 的设置。 |
↳ avatar_url |
"" |
avatar url 的设置。 |
↳ color |
16711680 |
color 的数值(默认 16711680)。 |
CheckInterval |
500 |
مدة التحقق من وجود اللاعب داخل منطقة آمنة (مللي ثانية) |
CombatTagDuration |
5000 |
مدة وسم القتال (5 ثواني) |
SoftWarningDistance |
20.0 |
مسافة التحذير قبل دخول المنطقة الآمنة |
DefaultRadius |
75.0 |
نصف القطر الافتراضي عند إنشاء منطقة جديدة |
MaxRadius |
1000.0 |
أقصى نصف قطر مسموح |
DefaultJailMinutes |
5 |
مدة السجن الافتراضية بالدقائق |
MaxJailMinutes |
1440 |
أقصى مدة سجن مسموحة بالدقائق |
DefaultJailLocation |
"sisika" |
موقع السجن الافتراضي |
DefaultHorseSpeed |
8.0 |
السرعة القصوى الافتراضية للحصان |
MaxHorseSpeed |
25.0 |
أقصى سرعة حصان مسموحة |
Admins |
table |
الإداريون |
ToggleBannerCommand |
"togglebanner" |
أمر إظهار / إخفاء الشريط |
Notifications |
table |
إعدادات الإشعارات |
↳ enterSafezone |
table |
enter safezone 条目表。按文件中的示例添加、删除或修改条目。 |
↳ exitSafezone |
table |
exit safezone 条目表。按文件中的示例添加、删除或修改条目。 |
↳ combatTag |
table |
combat tag 条目表。按文件中的示例添加、删除或修改条目。 |
↳ warningNearby |
table |
warning nearby 条目表。按文件中的示例添加、删除或修改条目。 |
ExplosiveWeapons |
table |
الأسلحة المتفجرة |
AllowWeaponDrawing |
true |
السماح بإخراج وإشهار السلاح الجانبي (المسدسات والأفردة) داخل المنطقة الآمنة للتفاعل بدون إطلاق أو قتل |
BlockBackWeapons |
true |
منع سحب الأسلحة الثقيلة من الظهر (تبقى معلقة على ظهر الشخصية ولا يمكن سحبها باليد داخل المنطقة الآمنة) |
PreserveEquippedWeaponsOnEnter |
true |
الحفاظ على الأسلحة المجهزة على الظهر والخصر عند دخول المنطقة الآمنة ومنع حذفها أو إلغاء تجهيزها إجبارياً |
AllowFishingRodInSafezones |
true |
السنارة مسموحة في كل المناطق الآمنة (مو بس فان هورن) |
NonWeaponProps |
table |
بروبات / أدوات مو أسلحة: ما تنشال ولا تنمنع داخل المناطق الآمنة. المنع يكون فقط للأسلحة الفعلية (مسدسات، بنادق، سكاكين، فؤوس، قوس، متفجرات، حبل...). أضف أي بروب ثاني هنا بنفس الصيغة. |
TypeSettings |
table |
إعدادات أنواع المناطق |
↳ hard |
table |
hard 条目表。按文件中的示例添加、删除或修改条目。 |
↳ soft |
table |
soft 条目表。按文件中的示例添加、删除或修改条目。 |
↳ rp |
table |
rp 条目表。按文件中的示例添加、删除或修改条目。 |
UI |
table |
إعدادات الواجهة |
↳ showBanner |
false |
إظهار الشريط |
↳ bannerText |
table |
banner text 显示给玩家的文本。可修改以翻译或更名。 |
↳ colors |
table |
colors 条目表。按文件中的示例添加、删除或修改条目。 |
↳ blurEffect |
false |
تأثير ضبابي |
↳ blurIntensity |
1.0 |
شدة الضباب |
↳ blurTimecycle |
"teaser_trainShot" |
blur timecycle 的设置。 |
Admin |
Config.Admin or {} |
أوامر الإدارة |
ShowBlips |
false |
إعدادات العلامات على الخريطة |
BlipSprite |
"blip_ambient_ped_medium" |
نوع العلامة |
BlipColor |
"BLIP_MODIFIER_MP_COLOR_32" |
لون أخضر |
MapResourceName |
"RDR2CollectorsMap" |
اسم مورد الخريطة |
MapHtmlFile |
"index.html" |
ملف HTML |
ExemptJobs |
table |
الوظائف المستثناة من قوانين المنطقة الآمنة (خريطة مفتاح=قيمة وليس قائمة، لأن server.lua يتحقق منها بـ Config.ExemptJobs[jobName]) |
↳ bwsheriff |
true |
bwsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ valsheriff |
true |
valsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ armsheriff |
true |
armsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ armheriff |
true |
armheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ twsheriff |
true |
twsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ stbsheriff |
true |
stbsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ rhdsheriff |
true |
rhdsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ sdsheriff |
true |
sdsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ annsheriff |
true |
annsheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ marshal |
true |
marshal 的开关:true = 开,false = 关(默认 true)。 |
↳ sisika |
true |
sisika 的开关:true = 开,false = 关(默认 true)。 |
↳ police |
true |
police 的开关:true = 开,false = 关(默认 true)。 |
↳ sheriff |
true |
sheriff 的开关:true = 开,false = 关(默认 true)。 |
↳ pinkerton |
true |
pinkerton 的开关:true = 开,false = 关(默认 true)。 |
↳ guardgre |
true |
guardgre 的开关:true = 开,false = 关(默认 true)。 |
↳ guardred |
true |
guardred 的开关:true = 开,false = 关(默认 true)。 |
↳ guardyel |
true |
guardyel 的开关:true = 开,false = 关(默认 true)。 |
↳ guardblu |
true |
guardblu 的开关:true = 开,false = 关(默认 true)。 |
↳ REDEMPIRE |
true |
redempire 的开关:true = 开,false = 关(默认 true)。 |
↳ ALFIE |
true |
alfie 的开关:true = 开,false = 关(默认 true)。 |
↳ Guamrma |
true |
guamrma 的开关:true = 开,false = 关(默认 true)。 |
↳ guarma |
true |
guarma 的开关:true = 开,false = 关(默认 true)。 |
↳ repguard |
true |
repguard 的开关:true = 开,false = 关(默认 true)。 |
↳ president |
true |
president 的开关:true = 开,false = 关(默认 true)。 |
↳ justice |
true |
justice 的开关:true = 开,false = 关(默认 true)。 |
↳ bankman |
true |
bankman 的开关:true = 开,false = 关(默认 true)。 |
↳ kingdom |
true |
kingdom 的开关:true = 开,false = 关(默认 true)。 |
↳ paper |
true |
paper 的开关:true = 开,false = 关(默认 true)。 |
WeaponWorkerJobs |
table |
(تنظيف/تعديل/عرض) لكن الإطلاق معطل والضرر على اللاعبين ملغي. يشمل تلقائياً: صاحب أو موظف أي متجر لاعبين من نوع weapon_store (jrs_stores). الشرطي خارج الدوام (offpolice, offvalsheriff ...) يأخذ نفس المعاملة. |
↳ weapon |
true |
weapon 的开关:true = 开,false = 关(默认 true)。 |
↳ weaponstore |
true |
weaponstore 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith |
true |
gunsmith 的开关:true = 开,false = 关(默认 true)。 |
↳ rguns |
true |
rguns 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_valentine |
true |
gunsmith valentine 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_tumbleweed |
true |
gunsmith tumbleweed 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_strawberry |
true |
gunsmith strawberry 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_blackwater |
true |
gunsmith blackwater 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_rhodes |
true |
gunsmith rhodes 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_guarma |
true |
gunsmith guarma 的开关:true = 开,false = 关(默认 true)。 |
↳ gunsmith_saintdenis |
true |
gunsmith saintdenis 的开关:true = 开,false = 关(默认 true)。 |
WeaponWorkerStoreType |
"weapon_store" |
weapon worker store type 使用的游戏模型或实体。 |
Safezones |
table |
تعريف المناطق الآمنة |
DefaultZones |
Config.Safezones |
default zones 的设置。 |
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 |
开启或关闭 enabled(默认 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 |
开启或关闭 enabled(默认 true)。 |
RDO-style loading command (merged from jrs_key)
| Setting | Default | What it does |
|---|---|---|
LoadingCommand |
table |
loading command 条目表。按文件中的示例添加、删除或修改条目。 |
↳ Enabled |
true |
开启或关闭 enabled(默认 true)。 |
↳ Command |
"rdo_loading" |
command 的设置。 |
↳ HoldMs |
5000 |
hold ms 的数值(默认 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 行 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#
# 💻 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 行 Lua |
config.lua - 13 个选项#
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 |
开启或关闭 jrs admin(默认 true)。 |
Identifiers |
table |
identifiers 条目表。按文件中的示例添加、删除或修改条目。 |
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 个选项#
day 0 (Sun) - 6 (Sat)
| Setting | Default | What it does |
|---|---|---|
time |
21600 |
06:00 Sunday (seconds into week) |
timescale |
30 |
Default ratio of in-game seconds to real seconds. Standard game time is 30:1, or 1 in-game minute = 2 real seconds. A value of 0 means time will be synced with the real server time. |
realTimeOffset |
0 |
If Config.timescale is 0, offset the real server time by this many seconds. |
timeIsFrozen |
false |
Whether time is frozen when the resource starts |
weatherInterval |
3600 |
1 hour in seconds |
weatherIsFrozen |
false |
Whether weather is frozen when the resource starts |
permanentSnow |
false |
Whether to permanently add snow on the ground, or only during snowy weather |
dynamicSnow |
false |
Whether to add snow on the ground when: a) in the snowy area of the map b) in the northern part of the map with snowy weather |
maxForecast |
23 |
Number of weather intervals to queue up |
windDirection |
0.0 |
Default wind direction when the resource starts |
windSpeed |
0.0 |
Default base wind speed when the resource starts |
windShearDirection |
45 |
Degrees by which wind direction changes at higher altitudes |
windShearSpeed |
2.0 |
Amount by which base wind speed increases at higher altitudes |
windShearInterval |
50.0 |
Interval in metres where wind direction/speed changes |
windIsFrozen |
false |
Whether wind direction is frozen when the resource starts |
syncDelay |
5000 |
How often in milliseconds to sync with clients |
All the numbers for the next stages must add up to 100.
| Setting | Default | What it does |
|---|---|---|
defaultGtaWeatherPattern |
table |
default gta weather pattern 条目表。按文件中的示例添加、删除或修改条目。 |
↳ clear |
table |
clear 条目表。按文件中的示例添加、删除或修改条目。 |
↳ clouds |
table |
clouds 条目表。按文件中的示例添加、删除或修改条目。 |
↳ foggy |
table |
foggy 条目表。按文件中的示例添加、删除或修改条目。 |
↳ overcast |
table |
overcast 条目表。按文件中的示例添加、删除或修改条目。 |
↳ clearing |
table |
clearing 条目表。按文件中的示例添加、删除或修改条目。 |
↳ rain |
table |
rain 条目表。按文件中的示例添加、删除或修改条目。 |
↳ thunder |
table |
thunder 条目表。按文件中的示例添加、删除或修改条目。 |
↳ extrasunny |
table |
extrasunny 条目表。按文件中的示例添加、删除或修改条目。 |
defaultRdrWeatherPattern |
table |
default rdr weather pattern 条目表。按文件中的示例添加、删除或修改条目。 |
↳ sunny |
table |
sunny 条目表。按文件中的示例添加、删除或修改条目。 |
↳ clouds |
table |
clouds 条目表。按文件中的示例添加、删除或修改条目。 |
↳ overcastdark |
table |
overcastdark 条目表。按文件中的示例添加、删除或修改条目。 |
↳ misty |
table |
misty 条目表。按文件中的示例添加、删除或修改条目。 |
↳ fog |
table |
fog 条目表。按文件中的示例添加、删除或修改条目。 |
↳ overcast |
table |
overcast 条目表。按文件中的示例添加、删除或修改条目。 |
↳ drizzle |
table |
drizzle 条目表。按文件中的示例添加、删除或修改条目。 |
↳ rain |
table |
rain 条目表。按文件中的示例添加、删除或修改条目。 |
↳ thunder |
table |
thunder 条目表。按文件中的示例添加、删除或修改条目。 |
↳ thunderstorm |
table |
thunderstorm 条目表。按文件中的示例添加、删除或修改条目。 |
↳ hurricane |
table |
hurricane 条目表。按文件中的示例添加、删除或修改条目。 |
↳ shower |
table |
shower 条目表。按文件中的示例添加、删除或修改条目。 |
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` |