[RSG][VORP] The Ultimate Emote/Animation System For RedM

Mosquito’s Advanced Animation System – RedM for VORP & RSG

A complete animation system built to replace traditional emote packs with a unified, fast, keybind-driven workflow. Designed for live roleplay usage without interrupting movement, voice, or interaction.

Showcase: https://www.youtube.com/watch?v=cjtzJu5S1e0
TEBEX: https://erebus-scripts.tebex.io/package/7148390

Core Overview

  • Over 400 animations covering:
    • Emotes
    • Gestures
    • Scenarios
    • Prop interactions
    • Solo animations
    • Shared / Social / Love animations
  • Every animation has:
    • Its own dedicated command
    • Support for favorites
    • Support for quick keybind execution
  • Offers complete supports for controller users :video_game:.

Quick Emote Menu System

  • Fully featured RDR2-style radial menu
  • Search support
  • Favorites system with configurable capacity
  • Configurable:
    • Menu scale
    • Colors
    • Titles
    • Emotes per page (keyboard and controller separately)
  • Per-page keybind execution:
    • Keyboard: 1–9
    • Controller: Layout-based buttons
  • Page switching, playback switching, and table switching built into menu controls
  • Automatic menu timeout (optional)

The quick menu is modular and can be enabled or disabled independently.


Playback Types

Each one of the MP emotes supports multiple playback modes:

  • Upper-body only
  • Looped
  • Full-body

Playback type can be switched live directly from the quick menu.


Hands Up System

  • Dedicated hands-up keybind
  • Separate keyboard and controller bindings
  • Can be used as:
    • Toggle
    • Or hold action
  • Walking speed while hands-up is configurable
  • Fully independent from emote playback

Advanced Pointing System :index_pointing_at_the_viewer: (IK-Based)

RedM_Synced_Pointing_With_Advanced_IK_Isolation_Demo1-ezgif.com-crop

  • Can be enabled or disabled
  • Separate control modes:
    • Keyboard: hold or toggle
    • Controller: hold or toggle
  • Directional arm IK with:
    • Smoothing
    • Acceleration
    • Vertical pointing support
  • Optional network synchronization so other players see the pointing direction
  • Sync optimization for high-population areas
  • Optional pointer / crosshair display while pointing

Cancel & Input Control

  • Dedicated cancel control for animations
  • Can be configured to:
    • Only cancel script animations
    • Or clear all ped tasks
  • Movement speed is automatically limited during upper-body animations to prevent unrealistic motion
  • Pause menu and map automatically pause active animations if enabled

Shared & Social Emotes

  • Shared animations with request system:
    • Dancing
    • Hugging
    • Carrying
    • Dragging
    • Slapping
    • Dog petting
  • Works on:
    • Players
    • Optional NPC support
  • Configurable:
    • Interaction range
    • Request timeout
    • Accept and reject controls
    • Custom on-screen texts

World Interaction & Seating System

Integrated prop and environment interaction menu:

  • Sit on:
    • Chairs
    • Benches
    • Bar stools
  • Lie on:
    • Beds
    • Mattresses
    • Bedrolls
  • Play instruments:
    • Multiple piano types supported
  • Bathing system with cleaning effect
  • Interaction prompts can be:
    • Always visible
    • Or require holding a key
  • Interaction positions are:
    • Offset-corrected
    • Heading-aligned per object

All of this is handled through a live interaction picker menu.


Framework & Persistence

  • Supports:
    • VORP
    • RSG
  • Walkstyle persistence:
    • Saved per character or per account (configurable)
  • Regular emote menu (VORP / RSG menu integration) is optional and can run alongside the quick menu

Input & Control Handling

  • Separate keyboard and controller bindings for:
    • Menu open
    • Exit
    • Switching tables
    • Switching playback mode
    • Favoriting emotes
  • Large list of controls automatically blocked while menu is open to prevent:
    • Attacks
    • Weapon wheel usage
    • Movement exploits
    • Menu conflicts

Modularity

Every major system can be enabled or disabled individually:

  • Quick menu
  • Hands up
  • Pointing
  • Shared emotes
  • Interaction system
  • Regular framework menu
  • Animation pause behavior

This allows servers to use only the parts they need.


Intended Use Case

  • Live roleplay without stopping movement
  • On-the-fly gestures during voice interaction
  • Cinematic scenes and social roleplay
  • Environmental interaction without target scripts

This version of the script is part Escrowed, meaning that it’s encrypted and you won’t be able to view parts of it.

Code is accessible No, but open source should be available for purchase
Subscription-based No
Lines (approximately) 8,000 (actual code) + 4,000 (config & data table lines) more or less
Requirements VORP or RSG, can be used alone with the sacrifice of not saving walk anim to DB
Support Yes

This looks amazing! Does the locked version have the ability to add emotes?

Yes it does.

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