[FREE] rpemotes-reborn - A standalone emote system for FiveM

1.7.5

Fixes:

  • Fix for “bumping” issue that some users experience that cancels their current animation. (thanks @isentrie)
  • Introduced new way for hands up while holding a keybind
  • Improved Extractor, now it can calculate total available emotes

An interesting question. Which code style do you like best? The old one, under dpemotes, or the new one, which became under rpemotes?
Personally, I liked the old one. He was more informative and concise.

New:

   ["Alien"] = {
        "move_m@alien"
    },
    ["Armored"] = {
        "anim_group_move_ballistic"
    },
    ["Arrogant"] = {
        "move_f@arrogant@a"
    },
    ["Butch"] = {
        "move_m@hurry_butch@a"
    },
    ["Butch2"] = {
        "move_m@hurry_butch@b",
        "Butch 2"
    },
    ["Butch3"] = {
        "move_m@hurry_butch@c",
        "Butch 3"
    },
    ["Bigfoot"] = {
        "move_characters@orleans@core@"
    },
    ["Buzzed"] = {
        "move_m@buzzed"
    },

Old:

    ["Alien"] = { "move_m@alien" },
    ["Armored"] = { "anim_group_move_ballistic" },
    ["Arrogant"] = { "move_f@arrogant@a" },
    ["Brave"] = { "move_m@brave" },
    ["Casual"] = { "move_m@casual@a" },
    ["Casual2"] = { "move_m@casual@b", "Casual 2" },
    ["Casual3"] = { "move_m@casual@c", "Casual 3" },
    ["Casual4"] = { "move_m@casual@d", "Casual 4" },
    ["Casual5"] = { "move_m@casual@e", "Casual 5" },
    ["Casual6"] = { "move_m@casual@f", "Casual 6" },
    ["Chichi"] = { "move_f@chichi" },

I’m really interested in this because I could change the code style back to the old one.

  • Old verison
  • New version
0 voters

How exactly is it more “informative” ? All I see is inconsistent indentation and hard to read text :confused:

1 Like

1.7.6

Features:

Fixes:

  • SQL query syntax (Thanks ThatMadCap)
  • Resolved an issue where attempting to index a nil value occurred when SqlKeybinding was set to true while oxmysql was commented out in the fxmanifest (by @iSentrie)

Just to add to this update, we’ve added support for pp-adjust aim, a free, open-source animation placement resource.

Preview video:

You can get it on the official github page here:

1 Like

Hey,

when I use the animation and start walking with it, conditionally with the animation of the holster, then they reset

If another resource is playing animations/reseting your ped, that will of course reset all anims. You’ll need to take a look at your holster resource.

how do you set the pp-adjust script up to work for the resource?

Works by default, as @iSentrie has made rpemotes natively support it.

1 Like

1.7.7

Fixes:

  • fxmanifest formatting improve to indicate what to comment/uncomment for oxmysql usage (thank you @iSentrie)

Additions:

  • New Emotes: wallpose, wallpose2, wallpose3, wallpose4, wallpose5 (Thank you LadyyShamrockk)
1 Like

1.7.8

Fixes:

  • Fixed wallpose emotes so they loop
  • Changed how fps mode functions while crouching (disable aiming entirely now to avoid an exploit where you can aim then shoot in third person standing)
  • Update documentation link
  • Cleaned up comment styling

Additions:

  • 7 Dazzle Me poses added (Thanks Prue)
  • 9 emotes inspired by Dress to Impress (Thanks Prue)

I am not sure if I did something wrong or what but the hands up button seems to be broken for me

Try to rebind it (can be same key) and let us know if that fixes it.

I did both in config and in personal keybinds, doesn’t work for anyone

What framework are you using? If you use qb/qbx you could have conflicting resources for hands up.

nothing else in has any commands for handsup

also can’t seem to keybind buttons, it says that num4-9 are not valid

Hey there im having trouble getting shared emotes to work. All other emotes i can do but when it comes to me or someone else sending a shared request nothing happens when we accept

What version are you using and what errors do you get?

I have discovered that for some reason emotes such as ‘vape’ that have additional visual effect after press “G” are not functioning as intended. The emote itself works fine and the game does prompt users to press “G” for the additional effect. Though when users press the “G” nothing happens. I have verified that “G” is the key that should be used.