It’s a completely different menu framework so I assume so, synchronized emotes are currently being investigated with different methods to ensure we have the best possible option for the menu.
Updated:
- Added some improvements to the crouch system.
- Fixed a bug with the particle effects playing on other people.
- Removed placeholder descriptions as they’re no longer needed in the latest ox_lib version.
- Removed some no longer needed functions.
- Removed collision from prop emotes to prevent vehicles from becoming amusement rides lol.
- Added lots of new animations, credit to those mentioned in the read me for their continued contributions and to our new contributors.
- Added gang animation flag and improved the read me.
- Added ox_lib to the dependencies.
- Added finger pointing.
Updated
- Cleaned up some stuff.
- Removed the deprecated OpenMenu export.
- Added new emotes.
- Added consumable emotes to their own menu option.
- Synchronized emotes are finished.
- Added a config option to enable automated ptfx (particle effects) on emotes with Auto enabled in the list.
- You can now hide emotes from the emote menu by adding
Hide = trueto the emote on the list. - Synchronized emotes can now also be played using commands.
We use esx_legacy, can I simply use the ox_lib independently for the menu or do I have to consider other things?
All you need is ox_lib and it’ll work with any framework or standalone
So I can pack it on the server without hesitation and without changing anything so that the dpemotes works?
Why not just use the Standalone version that is also free and has the id say triple amount ot FREE emotes that dosent need anything to be used on the server… odd why you need another thing like ox_lib to make a menu work that uses native systems that already exist on a fivem server. I do not get this but i guess it works for them that wants to use it. just makes no sense why you need to add a LIB to it
Yes it will work as long as you have ox_lib
It’s a library used for development, a very good one at that which a lot of people use. Why have duplicated code in multiple resource when it can all be handled in 1 library? This has many improvements that are non-existent on the standalone version also and far more optimized. The standalone version also doesn’t have triple the amount of free emotes, the amount is around the same, every time I push an update with new features or emotes they copy it and add it to theirs.
Doesn’t dpemotes rely on NativeUI for the menu?
Yes, NativeUI is still an external menu library / framework just with a lot less features than ox_lib.
+ ’ requires more resources from the client. Commonly known as high resmon usage
’
Yeah that too! ox_lib is much better, pretty much has everything you could need in a development library.
nice! can you also use the default menu? because we have a design for it ![]()
Updated:
- Updated documentation.
- Added new facial expressions.
- Added new walk styles.
- Added new emotes.
- Added new scenarios.
Update has been released, check the github history for more info!
Preview images have been updated
Menu has been updated ![]()
v3.5.8 is out, credit to @BzZzi and @Ultrahacx for the custom animations in this update. Both of them have continued to provide absolutely amazing content for the community!
I’ve just pushed an update with lots of new animations which also includes a new feature, you can now add multiple animations to an option and a random one will be played when you select it. You can see this feature within the rock, paper, scissors animation from Baspel who works alongside @BzZzi in BPB Mods & Mapping.