JRS COREDocs
Scripts

Admin

12 scripts in the [ADMIN] folder

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#
text
# jrs_admin
RedM admin menu, security suite and Discord bot for JRS-framework servers.
## Requirements
- FXServer artifact `/server:4890` or newer (RedM)
- [oxmysql](https://github.com/overextended/oxmysql)
- `jrs_core`
- `jrs_character`
- `jrs_inventory`
- Node.js dependencies for the bundled Discord bot are already vendored under
  `node_modules/`. If you ever need to reinstall them, run `yarn install`
  (or `npm install`) inside this resource's folder — the only real npm
  dependency is `discord.js`.
## Features
- Player admin actions (teleport, heal, freeze, spectate, kick/ban, warn,
  inventory tools, job/level tools) with permission-gated tabs.
- Reports desk, staff chat, direct messages.
- Live Map with persistent admin blips and live player/security overlays.
- Security dashboard / anti-cheat alerts (movement, economy anomalies).
- Server Control (resource start/stop, console command relay, action logs).
- Role manager: DB-managed custom roles on top of the base Discord tiers,
  optionally linked to a live Discord role.
- Discord bot: slash-command panel, per-category audit webhooks, boot report.
- noclip / spooner / jail / TX integration.
## Installation
1. Import `[SQL]/jrs_admin.sql` into your database.
2. Drop this folder into `resources/[ADMIN]/jrs_admin` (or any resources
   folder) and add `ensure jrs_admin` to `server.cfg`, after `jrs_core`,
   `jrs_character`, `jrs_inventory` and `oxmysql`.
3. Restart the resource (or the server).
## First-run configuration (do this before going live)
These files are intentionally left editable (not encrypted by Cfx escrow),
because every server needs its own values here:
- **`config/permissions.lua` -> `DirectAdmins`**: put **your own** Steam
  identifier(s) here as `server_owner`. Remove any example/placeholder value
  that ships with the resource — leaving someone else's identifier in this
  table gives that identifier full owner access on your server.
- **`config/server_private.lua` -> `Discord.BotToken`**: create your own
  Discord application/bot in the
  [Discord Developer Portal](https://discord.com/developers/applications)
  and paste **your own** bot token here. Never reuse a token that shipped
  with the resource or that you've shared anywhere else — rotate it
  immediately if you're unsure whether it's still private.
- **`config/server_private.lua` -> `Webhooks`**: optional, per-category
  Discord audit webhook URLs.
- **`config/main.lua` / `config/permissions.lua`**: rank names, tab access,

Paid (server only)   jrs_anticheat

JRS Anti-Cheat: server-authoritative event and network abuse protection

Resource jrs_anticheat
Folder [ADMIN]
Version 2.2.0-jrs
Author ramelgaming (original); repaired edition
Interface No
Code size 2,199 Lua lines

Commands

  • /anti_entity_bans
  • /anti_entity_spawns
  • /anti_entity_unban

Exports

CheckRate, RegisterProtectedEvent, ReportViolation

Notes from the README#
text
# JRS Anti-Cheat — RedM Edition 2.1.1-jrs
## JRS changes (2026-10-02)
- Integrity challenges, resource-stop kicks and heartbeat audit start only after
  the client's first heartbeat (download finished) — first-time players are no
  longer kicked while downloading. `NeverLoadedKickMs` (15 min, counted from
  `playerJoining`) kicks an in-world client that never starts jrs_anticheat.
- Resource-stop reports are re-checked after 4 s; players who simply quit are not
  logged or kicked.
- `removeAllWeaponsEvent` is blocked only when the target is another player's
  ped (scripts may strip NPC/bot weapons).
- Invincibility telemetry off by default (`ReportInvincibility`) and skipped in
  safezones / while dead (state bags `inSafeZone`, `isDead`).
- `DiscordIgnoreCodes`: teleport and unknown-origin signals stay console-only.
- Unknown-entity auto-ban disabled; console spam off; MaxActive raised;
  restart grace 180 s. Original zip: `_jrs/_backups/jrs_anticheat_2.1.0_orig_2026-10-02`.
JRS Anti-Cheat is a framework-independent security resource for RedM. It can
run alongside `jrs_core`, `jrs_inventory`, and other resources without changing
their database or framework APIs.
## Installation
1. Remove or disable the old `Anti-Injection` resource.
2. Copy this folder to the server and keep its exact name: `jrs_anticheat`.
3. Add the following lines to `server.cfg` before `ensure jrs_anticheat`:
'''cfg
add_ace group.admin jrs_anticheat.bypass allow
add_ace group.admin jrs_anticheat.inspect allow
add_ace group.admin jrs_anticheat.manage allow
ensure jrs_anticheat
'''
The ACE permissions provide the following access:
- `jrs_anticheat.bypass`: exempts trusted administrators from applicable
  anti-cheat checks.
- `jrs_anticheat.inspect`: allows administrators to inspect entity-spawn logs.
- `jrs_anticheat.manage`: allows administrators to view and remove persistent
  entity-spawn bans.
The administrator identifiers must already inherit `group.admin`. Restart the
entire server after installing or updating the resource.
No SQL installation or `screenshot-basic` dependency is required.
## Main Protection Layers
The resource includes server-side protection against:
- Ped, animal, prop, and vehicle spawn flooding.
- Excessive active scripted entities per player.
- Entities created too far away from their network owner.
- Explicitly denied entity models.
- Particle, projectile, and explosion flooding.
- Amplified explosion damage and camera shake.

Free (included in JRS Core)   jrs_death_logs

JRS Core death logs - who died, how and by whom, to the console and Discord

Resource jrs_death_logs
Folder [ADMIN]
Version 1.0.0
Author JRS TEAM
Depends on jrs_core
Interface No
Code size 957 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#
text
# REDEMPIRE Doorlocks 6.1.0
RedM door locking system for REDEMPIRE Core / REDEMPIRE Character / REDEMPIRE Inventory.
## Runtime
- Resource name: `jrs_doorlocks`
- Native RedM/RDR3 gameplay prompts only (`G` lock/unlock, `X` lockpick).
- Door registration is native prompts too (`E` select physical door, `X` cancel).
- Door prompt group title uses the original SQL door name.
- Server-authoritative REDEMPIRE job/grade/character/item access.
- REDEMPIRE Core and REDEMPIRE Character restart resynchronization without requiring the player to reconnect.
- 30-second forgotten-door auto close/re-lock remains server controlled.
- Successful lockpick robbery doors remain open until manually locked or the resource/server restarts.
- Resource/server start restores `locked_on_start`.
- Normalized SQL tables use the `jrs_doorlock*` names.
- If REDEMPIRE tables are empty, a compatible normalized legacy doorlock table family can be imported automatically before bundled seeding.
## Start order
'''cfg
ensure oxmysql
ensure jrs_core
ensure jrs_character
ensure jrs_inventory
ensure jrs_doorlocks
'''
The HTML/NUI is retained only for administration, the editor form, the inspector and notifications. Both nearby door interaction AND physical door selection dur
## Registering a door
1. `/createdoor` (or ADD DOOR in `/dooradmin`) opens the editor form.
2. Fill in name / access / auto-close and save. The form hides itself.
3. Aim at the physical door. The native prompt group shows `SELECT DOOR` (`E`) and `CANCEL` (`X`); the group title says whether the aimed object is a usable doo
4. Press `E` to confirm. A double door asks for the second leaf before it saves.
Every failure now returns a specific message (nothing selected, unreadable door, hash already registered, too far, no permission).

Paid (server only)   jrs_hurricane

JRS Hurricane - escalating storm weather tied to scheduled restart announcements

Resource jrs_hurricane
Folder [ADMIN]
Version 1.0.0
Author jrs
Depends on jrs_core, weathersync
Interface Yes (NUI)
Languages ar, en
Code size 678 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#
text
# jrs_hurricane
Ties world weather to txAdmin's scheduled-restart announcements. Every time
txAdmin broadcasts a restart warning (`txAdmin:events:scheduledRestart`,
default warnings at 30/15/10/5/4/3/2/1 minutes remaining -- configured in
txAdmin's own scheduler), the storm gets one stage worse:
1. `clouds` -- dark clouds gather
2. `overcastdark` -- sky turns grey, wind picks up
3. `rain` -- rain starts falling
4. `thunderstorm` -- thunder and lightning (native RDR2 weather effects, no
   extra scripting needed)
5. `hurricane` -- full storm, right around the final warning
Each stage change is broadcast to every player via weathersync's own server
API (`exports.weathersync:setWeather` / `:setWind`), so it stays in sync
exactly like the `/weather` command, and a bilingual (EN/AR) tip notification
goes out with it.
If an admin postpones/skips the restart (`txAdmin:events:scheduledRestartSkipped`),
the weather calms back down automatically.
## Requirements
- `weathersync` and `jrs_core` must be running (declared as `dependency` in
  `fxmanifest.lua`).
- This is a txAdmin server; if txAdmin's monitor is ever unavailable, no
  `scheduledRestart` events fire and the storm never starts -- that's by
  design, there's nothing to escalate towards.
## Config
See `config/config.lua`:
- `Config.Enabled` -- master on/off switch.
- `Config.TimeStageSeconds` / `Config.Stages` -- when each stage kicks in and
  what weather/wind it applies.
- `Config.RevertOnSkip` -- calm the weather back down if the restart is
  postponed.
- `Config.TestAce` / `Config.AdminScope` -- who can use the manual test
  commands.
## Manual testing
'''
/hurricanetest <secondsRemaining>   -- jump the storm to the stage that time would trigger
/hurricanestop                      -- clear the storm and restore calm weather
'''
Both commands require the `jrs.hurricane` ACE permission (`add_ace group.admin
jrs.hurricane allow`) or `jrs_admin` admin access; the server console can
always use them.

Free (included in JRS Core)   jrs_imapviewtool

Resource jrs_imapviewtool
Folder [ADMIN]
Version 1.0.0
Author JRS TEAM
Interface No
Code size 4,238 Lua lines

Commands

  • /iplDistanceView
  • /removeAll
  • /requestAll
  • /testIpl
  • /toggleIplView

Paid (server only)   jrs_logs

jrs_logs - one log hub for every script: Discord, in-game viewer, or both

Resource jrs_logs
Folder [ADMIN]
Version 1.0.0
Author jrs team
Depends on oxmysql
Interface Yes (NUI)
Code size 1,912 Lua lines

Commands

  • /jrslogs_mode

Exports

GetMode, Ingest, Log, OpenViewer

Database tables

jrs_logs, jrs_logs_settings

config.lua - 17 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 &#123;&#125; أوامر الإدارة
ShowBlips false إعدادات العلامات على الخريطة
BlipSprite "blip_ambient_ped_medium" نوع العلامة
BlipColor "BLIP_MODIFIER_MP_COLOR_32" لون أخضر
MapResourceName "RDR2CollectorsMap" اسم مورد الخريطة
MapHtmlFile "index.html" ملف HTML
ExemptJobs table الوظائف المستثناة من قوانين المنطقة الآمنة (خريطة مفتاح=قيمة وليس قائمة، لأن server.lua يتحقق منها بـ Config.ExemptJobs[jobName])
  ↳ bwsheriff true 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#
text
# 💻 Spooner
Documentation relating to the jrs_spooner.
## 1. Installation
jrs_spooner works Standalone.
To install jrs_spooner:
- Download the resource
  - On [Github](https://github.com/Spooni-Development/jrs_spooner)
- Ensure that all requirements are installed
  - [uiprompt](https://github.com/kibook/redm-uiprompt)
- Add the exec to the server.cfg
  '''
    exec @jrs_spooner/permissions.cfg
  '''
- Add the permissions
    '''
    add_ace builtin.everyone jrs_spooner.view allow
    add_ace builtin.everyone jrs_spooner.spawn allow
    add_ace builtin.everyone jrs_spooner.modify.own allow
    add_ace builtin.everyone jrs_spooner.delete.own allow
    add_ace builtin.everyone jrs_spooner.properties allow
    add_ace builtin.everyone jrs_spooner.noEntityLimit allow
    add_ace builtin.everyone jrs_spooner.modify.other allow
    add_ace builtin.everyone jrs_spooner.delete.other allow
    '''
- Drag and drop the resource into your resources folder
  - `jrs_spooner`
- Add this ensure in your server.cfg
  - `ensure jrs_spooner`
- At the end
  - Restart the server
If you have any problems, you can always open a ticket in the Spooni Discord.
## 2. Usage
## Cursor colours
| Colour | Meaning            |
|--------|--------------------|
| white  | No entity selected |
| green  | Entity highlighted |
| blue   | Entity attached    |
## Controls
| Control                   | Function                                                                         |
(line hidden)
| W/A/S/D                   | Move                                                                             |
| Spacebar/Shift            | Up/Down                                                                          |
| E                         | Spawn                                                                            |
| Left click                | Entity highlighted: Attach, Entity attached: Detach                              |

Paid (server only)   jrs_voicemonitor

jrs_voicemonitor - your Discord voice channel in-game (avatars, talking, mute/deaf, LIVE, camera, in-game ID) - one resource, uses the jrs_admin bot

Resource jrs_voicemonitor
Folder [ADMIN]
Version 1.4.0
Author jrs team
Depends on jrs_admin
Interface Yes (NUI)
Code size 657 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#
text
# FiveM/RedM weather and time sync
# Features
- Syncs time and weather for all players
- Configurable weather pattern
- Weather is queued so players can get a forecast of upcoming weather
- Different weather for different regions
- Adjustable timescale
- Players can temporarily disable sync and set local time/weather
# Examples
| Forecast and admin UI | Region-specific weather | Adjustable timescale |
|---|---|---|
| [![Forecast and admin UI](https://i.imgur.com/Scn0z0Em.jpg)](https://imgur.com/Scn0z0E) | [![Region-specific weather](https://i.imgur.com/Loif9SMm.jpg)](https
# Installation
1. Create a `weathersync` folder within your resources directory, for example, `resources/[local]/weathersync`.
2. Copy the files from this repository into the `weathersync` folder.
3. Add the following to your `server.cfg`:
'''
exec resources/[local]/weathersync/permissions.cfg
start weathersync
'''
# Commands
| Command        | Description                                               |
(line hidden)
| `/forecast`    | Displays a forecast of upcoming weather.                  |
| `/mytime`      | Set local time (if sync is off).                          |
| `/myweather`   | Set local weather (if sync is off).                       |
| `/syncdelay`   | Set how often the server syncs with clients.              |
| `/time`        | Set the server time.                                      |
| `/timescale`   | Set the ratio of in-game seconds to real-time seconds.    |
| `/weather`     | Set the server weather.                                   |
| `/weathersync` | Toggle time/weather sync on/off.                          |
| `/weatherui`   | Opens the admin UI for changing the time/weather/wind.    |
| `/wind`        | Set the wind direction and base speed.                    |
# Configuration
| Variable                         | Description                                                    | Example                                   |
(line hidden)
| `Config.time`                    | Default time when the resource starts.                         | `DHMSToTime(0, 6, 0, 0)` (Sun 06:00:00)   |
| `Config.timescale`               | Default timescale when the resource starts                     | `30` (30 in-game secs per real sec)       |
| `Config.realTimeOffset`          | Offset of the real server time in seconds.                     | `0`                                       |
| `Config.timeIsFrozen`            | Whether time is frozen when the resource starts.               | `false`                                   |
| `Config.weather`                 | Default weather when the resource starts.                      | `"sunny"`                                 |
| `Config.weatherInterval`         | How often the weather changes.                                 | `DHMSToTime(0, 1, 0, 0)` (1 in-game hour) |
| `Config.weatherIsFrozen`         | Whether weather is frozen when the resource starts.            | `false`                                   |
| `Config.permanentSnow`           | Whether to permanently add snow on the ground.                 | `false`                                   |
| `Config.dynamicSnow`             | Whether to dynamically add snow on the ground.                 | `true`                                    |
JRS Core · Free and open-source RedM framework · made by the JRS TEAM