[FREE] Pickle's Glowsabers | Light-powered sabers in FiveM!

More Information & Scripts can be found here!

Preview

What is this?

This is a resource that allows you use light-powered sabers in FiveM!
It allows you to perform immersive combat, filled with sparks and noises!

Features

  • Supports both ESX and QB, as well as standalone!
  • Customize Glowsabers using /glowsabersettings
    • Colors
  • Item & Command Support (Standalone users require setting the "glowsaber" ace permission).
  • And more!

Requirements

  • Works with any framework (Standalone use ACE), and has job & group support for ESX / QB servers.
  • Ox Lib (Required, Works anywhere).

Installation

1) Place ensure pickle_glowsabers in your server.cfg after ox_lib.

2) Install the items & images in the install folder. (You will need to read the included INSTALL.md file for ox_inventory)

3) Restart the server.

Credits

@Xinerki for moral support, suggestions, and helping me with raycast code.

Need Support?

Click here!

Ready to download?

Enjoy!


22 Likes

Ahahah insane !

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Very cool!

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May the force be with you! :clap:

2 Likes

1 Like

this is dope, a little buggy keeps disappearing from my pockets but most defiantly cool!

1 Like

1090893806972452925

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Should work fine as long as you’re installing the resource per instructions. Especially ox inventory config.

Also, your anticheat might be disabling the prop, so please look in the code and whitelist the pipebomb prop.

May the 4th be with you

2 Likes

Cool, but why so complicated? Giving the player a night stick, making it invisible, then attaching a pipebomb model and a marker.

Why not just make an add-on weapon with emissive light?

Pickle, I am your father! :smiling_imp:

Because i’m not lazy? I made a resource that lets you use a customizable lightsaber to your specifications in-game with no external models required.

(For free btw.)

I’m really confused by your comment, you’d rather me just make a lightsaber weapon that can’t be modified by the player?

2 Likes

Huh? A weapon/object/prop can have multiple variations that can be used/changed.

I’m not sure what this has to do with “laziness” or not. If someone asked you to make a car you’d make it in blender/zmodeler, not out of props and markers.

I’m just trying to figure out why you’d do it this way instead of making a prop/addon weapon with variants.

It allows for unlocked color customization by players (full rgb range), as you saw in the video. This isn’t possible with a weapon / prop to my knowledge.

If you have any information that would prove otherwise, I’m open ears.

2 Likes

You have a couple of different options. You could make a sabre-type weapon with multiple components and switch between them, allowing you to have multiple coloured emissive components that the player can change through some command/UI. Probably the simplest, and while you couldn’t have 10 million variations, you’d cover the majority of saber colors with ~20 color variants.

You could also use SetEntityDrawOutlineColor or SetEntityDrawOutlineShader on a generic saber prop or just use a white saber weapon that you then overlay the marker over. Would avoid the the issue with the floating nightstick at 0:36 since it would be used as any other weapon.

Lot of examples exist on gta 5 mods of these kind of saber weapons.

You have a couple of different options. You could make a sabre-type weapon with multiple components and switch between them, allowing you to have multiple coloured emissive components that the player can change through some command/UI. Probably the simplest, and while you couldn’t have 10 million variations, you’d cover the majority of saber colors with ~20 color variants.

I’m aware, that’s why I didn’t do that. I chose to provide more customization for players, so I made my own method of rendering glowsabers. Limitations suck and we can all agree on that.

You could also use SetEntityDrawOutlineColor or SetEntityDrawOutlineShader on a generic saber prop or just use a white saber weapon that you then overlay the marker over. Would avoid the the issue with the floating nightstick at 0:36 since it would be used as any other weapon.

SetEntityDrawOutlineColor and SetEntityDrawOutlineShader would pixelate the sides of the prop, and would also require calculating if a entity’s model is in-view even if aliasing was possible.

The floating nightstick you see in the video isn’t a result of this resource, it’s actually just pickle_weaponthrowing dropping the nightstick item in my test server (death event).

Lot of examples exist on gta 5 mods of these kind of saber weapons.

Right, but they are limited in their customizations to the point that server owners would have to install new colors, which is complicated for them as well as players.

I appreciate what you’re saying, but your feedback is based on an idea that would give players less features overall. I would never do something that would degrade my resources just because someone believes that it can be done using mainstream methods rather than my own custom work.

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I’m not sure you understand how weapon tints, camo, components work? Or you’re just being obtuse.

You can add a pretty huge number of colors, camos, etc or components for a single prop/weapon/object.

The difference between RGB 76, 141, 245 and RGB 32, 116, 250 isn’t noticeable.

Anyways, like you said, it’s just a “lazy” way to do it, better to use 2 different props, marker, etc instead of just making a object :+1:

tenor

You’re right, it is lazy to do something that isn’t customizable for the players.

It’s also lazy to talk down on someone for creating something that the community wants to enjoy; rather than making something similar yourself.

5 Likes

No talking down going on here, I asked why you didn’t do something the standard way it would be done, and you got defensive and lashed out calling those methods “lazy”, with no real reason as to why that’s “lazy”.

Doing something in less steps isn’t lazy, and you could have had the same discussion without getting overly defensive, you don’t need to seek a fight as soon as someone asks you a question.

1 Like

I’ll be blunt, you’re taking it way farther than it has to be.

First of all, you’re definitely talking down on me:

I’m not sure you understand how weapon tints, camo, components work? Or you’re just being obtuse.

Anyways, like you said, it’s just a “lazy” way to do it, better to use 2 different props, marker, etc instead of just making a object :+1:

Second of all, you were given the answer in the first reply you recieved; which is that creating an addon weapon for glowsabers would be lazy as it results in players recieving less features.

Because i’m not lazy? I made a resource that lets you use a customizable lightsaber to your specifications in-game with no external models required.

If anyone’s looking for a fight, it’s you; and engaging in one over a glowsabers resource is ridiculous - just move on from this post man and make your own resource on the topic if you’d like.

2 Likes