JRS CORE文档
脚本

Admin

[ADMIN] 文件夹中的 12 个脚本

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#
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 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#
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 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#
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 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 &#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 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#
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 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#
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 · 免费开源的 RedM 框架 · JRS TEAM 出品