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Data repository for CitizenFX servers.

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Fix GetPlayerEntityId loop for player more than 32. Using new pattern.

Adds a builder for webpack5 (`webpack` is stuck on webpack v4) With this, people can finally build with webpack v5 only configurations, like what is required by Vue3. I'm unfamiliar...

In notes https://forum.cfx.re/t/cfx-re-roadmap-progress-update-january-2020/988184 This would help avoid continuous restart of RedM to switch between servers belonging to the same project. OneSync on RedM won’t happen until RedM catches on more....

- Reduces CPU time from `0.04`ms --> `0.02`ms. - Triggers a client event, adding the ability to integrate baseevents into scripts instead of checking if a player is in a...

![OG `ZC8Z}%N8(XE$~CLSGPE](https://user-images.githubusercontent.com/82264491/114266291-1a90d200-9a28-11eb-8c98-ccf72f9b1dc6.png) Some resources have an outdated resource manifest: 一 baseeverts 一 sessionmanager Show my resources expired!!! seek help

seems like 'GetPlayerByEntityId' is no longer supported and always return -1 to onPlayerKilled event so, I replace it with 'NetworkGetPlayerIndexFromPed' to make it work properly.

Added `setHideState`, `getHideState` functions, with events and exports for each. Example usage: ```lua local chat = exports['chat'] local prevState = chat:getHideState() chat:setHideState('ALWAYS_HIDE') Wait(3000) chat:setHideState(prevState) ```

Adds the `--production` switch. Packages without dependencies are also ignored.

Adding chat_showMissingCommands to combat spam from RP players activating their chat command macros.

While attempting to create a custom loading/spawn system using a combination of exports and events, while also wanting to manually control when and how the screen fades in and out...