1   Server Side scripting

Contents:

You can Find here Various Types of Functions/Events of Rage Multiplayer API that will let you script in your Great Server. Server side scripting Allows you to create your own Server without Limitation. You are the key for the Limitation. Have Fun in scripting and wish you the best of Luck :D.

The Main Language for scripting in Rage Multiplayer is Node Java script. Node JS is a powerful scripting language which makes a very big affect on Grand Theft Auto V.

If you wish to learn more about Node Javascript, You can press up the link Down:

NodeJS_

Warning

This Page is still Under Construction. You might Find some Missing Details.

1.1   Server-Side Events

Enjoy Our plethora of events that will benefit you a lot while scripting your server.

List of Server-Side events:

`test`_

1.1.1   Player Events

1.1.1.1   PlayerJoin

Description:

  • This event is triggered when a player joins the server.

Paramters - player player, which joined to the server.


Example

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 function playerJoinHandler(player) {
    console.log(player.name + " join.");
  }

  mp.events.add("playerJoin", playerJoinHandler);

1.1.1.2   PlayerQuit

Description

  • This event is triggered when a player leaves/disconnects the server.

Paramters:

  • player: it is the player which left to the server.
  • exitType: Types of Exit:
  • disconnect
  • timeout
  • kicked
  • reason: The reason why the player disconnected/left.

Example:

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function playerQuitHandler(player, exitType, reason) {
  if (exitType != "kicked") {
    var str = player.name + " quit.";
  } else {
    var str = player.name + " kicked. Reason: " + reason + ".";
  }
  console.log(str);
}

mp.events.add("playerQuit", playerQuitHandler);

1.1.1.3   PlayerChat

Description

  • This event is triggered when a player is chatting on the server.

Paramters:

  • player: it is the player which talks in the chat
  • text: the text he typed on the Chat

Example:

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"playerChat": (player, text) =>
    {
        text = "<b>" + player.name + "</b> said : " + text;
        player.outputChatBox(text)
    }

1.1.1.4   PlayerDeath

Description

  • This event is triggered when a player died.

Paramters:

  • player: it is the player that is dead.
  • reason: the reason why he Died.
  • killer: The player name who killed the victim

Example:

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"playerDeath": (player, reason, killer) => {
            if(killer)
            {
                player.outputChatBox("You were killed By:"+ reason + killer.name);
            }
            player.spawn(new mp.Vector3(-243,6326,33));
}

1.2   Server-Side Functions

This is the Serverside functions Section that you’ll need to put while scripting Server-side

1.2.1   Vector 3 Functions

Funtions:

  • Vector3:Vector3

Description:

This Function Creates a Vector Object which has a float values of x, y, and z

Properties:

  • Vector3:x
  • Vector3:y
  • Vector3:z

Example:

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let vector = new mp.Vector3(Number x, Number y, Number z)

1.2.2   Event functions

1.2.2.1   events.add

Description:

This function registers event handlers. It could handle more than one Server-sided Event.

Syntax:

events.add(associativeArray)


Example:

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function onPlayerDeath(player, reason, killer)
{
    console.log(player.name + " died.");
}

mp.events.add(
{
    "playerJoin" : player =>
    {
         console.log("New player: " + player.name);
    },

    "playerQuit" : (player, reason) =>
    {
         console.log(player.name + " quit");
    },

    "playerDeath" : onPlayerDeath
});

1.2.2.2   events.call

Description:

This function calls registered event handlers.

Syntax:

events.call(eventName, optionalArguments);


Example:

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mp.events.add(
{
    "anyCallbackName" : anything =>
    {
         console.log(anything);
    }
});

mp.events.call("anyCallbackName", "yea");

1.2.3   Player functions

  • Functions:

1.2.3.1   Player.spawn

Description:

This Function spawns the player in a specific Place.

Syntax:

player.spawn(Vector3 position);


Example:


1.2.3.2   Player.outputChatBox

Description:

This Function writes in the Chatbox to the player

Syntax:

player.outputChatBox(String message);


Example:

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mp.events.add('playerJoin', player => {
  player.outputChatBox('Welcome to the server, ' + player.name + '!');
});

1.2.3.3   Player.giveWeapon

Description:

This Function gives weapons to the Player.

Syntax:

player.giveWeapon(Number/Array weaponHash, Number ammo);


Example:

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mp.events.add('playerCommand', (player, command) => {
  let arr = command.split(' ');
  if (arr[0] == 'weapon') {
    player.giveWeapon(3220176749, 1000); // Assault Rifle
  }
});

1.2.3.4   Player.getClothes

Description:

This Function gives weapons to the Player.

Syntax:

Object player.getClothes(Number componentNumber);

Components:

  • 0 ~ Head
  • 1 ~ Beard
  • 2 ~ Hair
  • 3 ~ Torso
  • 4 ~ Legs
  • 5 ~ Hands
  • 6 ~ Foot
  • 7 ~ None?
  • 8 ~ Accessories like parachute, scuba tank
  • 9 ~ Accessories like bags, mask, scuba mask
  • 10 ~ Decals and mask
  • 11 ~ Auxiliary parts for torso

Object keys: - drawable ~ ID of clothing. - texture ~ ID of texture. - palette ~ ID of palette.


Example:

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mp.events.add('playerCommand', (player, command) => {
  let arr = command.split(' ');
  if (arr[0] == 'getclothes') {
    if (arr.length < 2 || !parseInt(arr[1])) {
      return player.outputChatBox('Use syntax: /getclothes [component_id]');
    } else {
      let clothes = player.getClothes(parseInt(arr[1]));
      player.outputChatBox('drawable: ' + clothes.drawable + ' texture: ' + clothes.texture + ' palette: ' + palette.texture);
    }
  }
});

1.2.3.5   Player.setClothes

Description:

This Function Sets cloth for the Player

Syntax:

player.setClothes(Number componentNumber, Number drawable, Number texture, Number palette)

Components:

  • 0 ~ Head
  • 1 ~ Beard
  • 2 ~ Hair
  • 3 ~ Torso
  • 4 ~ Legs
  • 5 ~ Hands
  • 6 ~ Foot
  • 7 ~ None?
  • 8 ~ Accessories like parachute, scuba tank
  • 9 ~ Accessories like bags, mask, scuba mask
  • 10 ~ Decals and mask
  • 11 ~ Auxiliary parts for torso

Example:

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mp.events.add('playerCommand', (player, command) => {
  let arr = command.split(' ');
  if (arr[0] == 'setclothes') {
    if (arr.length < 5 || !parseInt(arr[1]) || !parseInt(arr[2]) || !parseInt(arr[3]) || !parseInt(arr[4])) {
      return player.outputChatBox('Use syntax: /setclothes [component_id] [drawable_id] [texture_id] [palette_id]');
    } else {
      player.setClothes(parseInt(arr[1]), parseInt(arr[2]), parseInt(arr[3]), parseInt(arr[4]));
    }
  }
});

1.2.3.6   Player.getProp

Description:

getProp:

This Function gives you the prop ID of the Item.

setProp:

This function set prop for a player.

Syntax for getProp:

let prop = player.getProp(Number propID)

Syntax for setProp:

player.setProp(Number propID, Number drawable, Number texture)

Props:

  • 1 ~ Helmets, hats, earphones, masks
  • 2 ~ Glasses
  • 3 ~ Ear accessories

Example for getProp :

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mp.events.add('playerCommand', (player, command) => {
  let arr = command.split(' ');
  if (arr[0] == 'getprop') {
    if (arr.length < 2 || !parseInt(arr[1])) {
      return player.outputChatBox('Use syntax: /getprop [prop_id]');
    } else {
      let prop = player.getProp(parseInt(arr[1]));
      player.outputChatBox('drawable: ' + prop.drawable + ' texture: ' + prop.texture);
    }
  }
});

1.2.3.7   Player.setProp

Description:

setProp:

This function set prop for a player.

Syntax for setProp:

player.setProp(Number propID, Number drawable, Number texture)

Props:

  • 1 ~ Helmets, hats, earphones, masks
  • 2 ~ Glasses
  • 3 ~ Ear accessories

Example for setProp :
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mp.events.add('playerCommand', (player, command) => {
  let arr = command.split(' ');
  if (arr[0] == 'setprop') {
    if (arr.length < 4 || !parseInt(arr[1]) || !parseInt(arr[2]) || !parseInt(arr[3])) {
      return player.outputChatBox('Use syntax: /setprop [prop_id] [drawable_id] [texture_id]');
    } else {
      player.setProp(parseInt(arr[1]), parseInt(arr[2]), parseInt(arr[3]));
    }
  }
});

1.2.3.8   Player.putIntoVehicle

Description:

This Function Puts the player in a certain Vehicle.

Syntax:

player.putIntoVehicle( vehiclename , seat number)

Seat Numbers:

  • 0 ~ driver seat
  • 1 ~ passenger seat 1
  • 2 ~ passenger seat 2
  • 3 ~ passenger seat 3

Example:

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"veh": (player, args) => // on command
	{
		var pos = player.position; //gets the position of the player
		
		if(player.veh)
			player.veh.destroy(); // destroys a existing vehicle if the he spawn one from the last time
		
		player.veh = mp.vehicles.new(mp.joaat(args[1]), pos); // defining the player.veh

			player.veh.dimension = player.dimension; // defining the dimension of the player
		player.putIntoVehicle(player.veh, 0); // puts the player in the Vehicle
	},

1.2.3.9   Player.removeFromVehicle

Description:

This Function Removes the Player from the Vehicle.

Syntax:

player.removeFromVehicle()


  • A bullet list

    • Nested bullet list.
    • Nested item 2.
  • Item 2.

    Paragraph 2 of item 2.

    • Nested bullet list.
    • Nested item 2.
      • Third level.
      • Item 2.
    • Nested item 3.

1.2.3.10   Enumerated Lists

  1. Arabic numerals.

    1. lower alpha)
      1. (lower roman)
        1. upper alpha.
          1. upper roman)
  2. Lists that don’t start at 1:

    1. Three
    2. Four
    1. C
    2. D
    1. iii
    2. iv
  3. List items may also be auto-enumerated.

1.2.3.11   Definition Lists

Term
Definition
Term : classifier

Definition paragraph 1.

Definition paragraph 2.

Term
Definition

1.2.3.12   Field Lists

what:

Field lists map field names to field bodies, like database records. They are often part of an extension syntax. They are an unambiguous variant of RFC 2822 fields.

how arg1 arg2:

The field marker is a colon, the field name, and a colon.

The field body may contain one or more body elements, indented relative to the field marker.

1.2.3.13   Option Lists

For listing command-line options:

-a command-line option “a”
-b file options can have arguments and long descriptions
--long options can be long also
--input=file long options can also have arguments
--very-long-option
 

The description can also start on the next line.

The description may contain multiple body elements, regardless of where it starts.

-x, -y, -z Multiple options are an “option group”.
-v, --verbose Commonly-seen: short & long options.
-1 file, --one=file, --two file
 Multiple options with arguments.
/V DOS/VMS-style options too

There must be at least two spaces between the option and the description.

1.2.3.14   Literal Blocks

Literal blocks are indicated with a double-colon (“::”) at the end of the preceding paragraph (over there -->). They can be indented:

if literal_block:
    text = 'is left as-is'
    spaces_and_linebreaks = 'are preserved'
    markup_processing = None

Or they can be quoted without indentation:

>> Great idea!
>
> Why didn't I think of that?

1.2.3.15   Line Blocks

This is a line block. It ends with a blank line.
Each new line begins with a vertical bar (“|”).
Line breaks and initial indents are preserved.
Continuation lines are wrapped portions of long lines; they begin with a space in place of the vertical bar.
The left edge of a continuation line need not be aligned with the left edge of the text above it.
This is a second line block.

Blank lines are permitted internally, but they must begin with a “|”.

Take it away, Eric the Orchestra Leader!

A one, two, a one two three four

Half a bee, philosophically,
must, ipso facto, half not be.
But half the bee has got to be,
vis a vis its entity. D’you see?

But can a bee be said to be
or not to be an entire bee,
when half the bee is not a bee,
due to some ancient injury?

Singing…

1.2.3.16   Block Quotes

Block quotes consist of indented body elements:

My theory by A. Elk. Brackets Miss, brackets. This theory goes as follows and begins now. All brontosauruses are thin at one end, much much thicker in the middle and then thin again at the far end. That is my theory, it is mine, and belongs to me and I own it, and what it is too.

—Anne Elk (Miss)

1.2.3.17   Doctest Blocks

>>> print 'Python-specific usage examples; begun with ">>>"'
Python-specific usage examples; begun with ">>>"
>>> print '(cut and pasted from interactive Python sessions)'
(cut and pasted from interactive Python sessions)

1.2.3.18   Tables

Here’s a grid table followed by a simple table:

Header row, column 1 (header rows optional) Header 2 Header 3 Header 4
body row 1, column 1 column 2 column 3 column 4
body row 2 Cells may span columns.
body row 3 Cells may span rows.
  • Table cells
  • contain
  • body elements.
body row 4
body row 5 Cells may also be empty: -->  
Inputs Output
A B A or B
False False False
True False True
False True True
True True True

1.2.3.19   Footnotes

[1]

A footnote contains body elements, consistently indented by at least 3 spaces.

This is the footnote’s second paragraph.

[2]Footnotes may be numbered, either manually (as in [1]) or automatically using a “#”-prefixed label. This footnote has a label so it can be referred to from multiple places, both as a footnote reference ([2]) and as a hyperlink reference (label).
[3]This footnote is numbered automatically and anonymously using a label of “#” only.
[*]Footnotes may also use symbols, specified with a “*” label. Here’s a reference to the next footnote: [*].
[†]This footnote shows the next symbol in the sequence.
[4]Here’s an unreferenced footnote, with a reference to a nonexistent footnote: [5]_.

1.2.3.20   Citations

[CIT2002]Citations are text-labeled footnotes. They may be rendered separately and differently from footnotes.

Here’s a reference to the above, [CIT2002], and a [nonexistent] citation.

1.2.3.21   Targets

This paragraph is pointed to by the explicit “example” target. A reference can be found under `Inline Markup`_, above. `Inline hyperlink targets`_ are also possible.

Section headers are implicit targets, referred to by name. See Targets, which is a subsection of `Body Elements`_.

Explicit external targets are interpolated into references such as “Python [5]”.

Targets may be indirect and anonymous. Thus this phrase may also refer to the Targets section.

Here’s a `hyperlink reference without a target`_, which generates an error.

1.2.3.21.1   Duplicate Target Names

Duplicate names in section headers or other implicit targets will generate “info” (level-1) system messages. Duplicate names in explicit targets will generate “warning” (level-2) system messages.

1.2.3.21.2   Duplicate Target Names

Since there are two “Duplicate Target Names” section headers, we cannot uniquely refer to either of them by name. If we try to (like this: `Duplicate Target Names`_), an error is generated.

1.2.3.22   Directives

These are just a sample of the many reStructuredText Directives. For others, please see http://docutils.sourceforge.net/docs/ref/rst/directives.html.

1.2.3.22.1   Document Parts

An example of the “contents” directive can be seen above this section (a local, untitled table of contents) and at the beginning of the document (a document-wide `table of contents`_).

1.2.3.22.2   Images

An image directive (also clickable – a hyperlink reference):

images/title.png

A figure directive:

reStructuredText, the markup syntax

A figure is an image with a caption and/or a legend:

re Revised, revisited, based on ‘re’ module.
Structured Structure-enhanced text, structuredtext.
Text Well it is, isn’t it?

This paragraph is also part of the legend.

A figure directive with center alignment

images/title.png
1.2.3.22.3   Admonitions

Attention

Directives at large.

Caution

Don’t take any wooden nickels.

Danger

Mad scientist at work!

Error

Does not compute.

Hint

It’s bigger than a bread box.

Important

  • Wash behind your ears.
  • Clean up your room.
  • Call your mother.
  • Back up your data.

Note

This is a note.

Tip

15% if the service is good.

Warning

Strong prose may provoke extreme mental exertion. Reader discretion is strongly advised.

And, by the way…

You can make up your own admonition too.

1.2.3.22.4   Topics, Sidebars, and Rubrics

Topic Title

This is a topic.

This is a rubric

1.2.3.22.7   Compound Paragraph

This paragraph contains a literal block:

Connecting... OK
Transmitting data... OK
Disconnecting... OK

and thus consists of a simple paragraph, a literal block, and another simple paragraph. Nonetheless it is semantically one paragraph.

This construct is called a compound paragraph and can be produced with the “compound” directive.

1.2.3.23   Substitution Definitions

An inline image (EXAMPLE) example:

(Substitution definitions are not visible in the HTML source.)

1.2.3.24   Comments

Here’s one:

(View the HTML source to see the comment.)

1.2.4   Field Lists

Field List:

Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

some text

Field List 2:Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor

1.2.5   Error Handling

Any errors caught during processing will generate system messages.

|*** Expect 6 errors (including this one). ***|

There should be six messages in the following, auto-generated section, “Docutils System Messages”:

demo.rst from: http://docutils.sourceforge.net/docs/user/rst/demo.txt