diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml new file mode 100644 index 00000000..d3f07222 --- /dev/null +++ b/.github/FUNDING.yml @@ -0,0 +1,15 @@ +# These are supported funding model platforms + +github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] +patreon: BeamMP # Replace with a single Patreon username +open_collective: # Replace with a single Open Collective username +ko_fi: # Replace with a single Ko-fi username +tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel +community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry +liberapay: # Replace with a single Liberapay username +issuehunt: # Replace with a single IssueHunt username +lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry +polar: # Replace with a single Polar username +buy_me_a_coffee: # Replace with a single Buy Me a Coffee username +thanks_dev: # Replace with a single thanks.dev username +custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] diff --git a/LICENSE b/LICENSE new file mode 100644 index 00000000..0ad25db4 --- /dev/null +++ b/LICENSE @@ -0,0 +1,661 @@ + GNU AFFERO GENERAL PUBLIC LICENSE + Version 3, 19 November 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU Affero General Public License is a free, copyleft license for +software and other kinds of works, specifically designed to ensure +cooperation with the community in the case of network server software. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU Affero General Public License as published + by the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU Affero General Public License for more details. + + You should have received a copy of the GNU Affero General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If your software can interact with users remotely through a computer +network, you should also make sure that it provides a way for users to +get its source. For example, if your program is a web application, its +interface could display a "Source" link that leads users to an archive +of the code. There are many ways you could offer source, and different +solutions will be better for different programs; see section 13 for the +specific requirements. + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU AGPL, see +. diff --git a/docs/assets/content/ConfirmationDialog.png b/docs/assets/content/ConfirmationDialog.png new file mode 100644 index 00000000..a2c1ee42 Binary files /dev/null and b/docs/assets/content/ConfirmationDialog.png differ diff --git a/docs/assets/content/ConfirmationDialog_Example.png b/docs/assets/content/ConfirmationDialog_Example.png new file mode 100644 index 00000000..a17c6047 Binary files /dev/null and b/docs/assets/content/ConfirmationDialog_Example.png differ diff --git a/docs/assets/content/Dialogue.png b/docs/assets/content/Dialogue.png new file mode 100644 index 00000000..1ce7c6a8 Binary files /dev/null and b/docs/assets/content/Dialogue.png differ diff --git a/docs/assets/content/imguiExample.png b/docs/assets/content/imguiExample.png new file mode 100644 index 00000000..c61416fe Binary files /dev/null and b/docs/assets/content/imguiExample.png differ diff --git a/docs/assets/content/imguiExample.zip b/docs/assets/content/imguiExample.zip new file mode 100644 index 00000000..35e99a90 Binary files /dev/null and b/docs/assets/content/imguiExample.zip differ diff --git a/docs/assets/content/introPopupCareer.png b/docs/assets/content/introPopupCareer.png new file mode 100644 index 00000000..c52c18e4 Binary files /dev/null and b/docs/assets/content/introPopupCareer.png differ diff --git a/docs/assets/content/introPopupMission.png b/docs/assets/content/introPopupMission.png new file mode 100644 index 00000000..0863dea7 Binary files /dev/null and b/docs/assets/content/introPopupMission.png differ diff --git a/docs/assets/content/introPopupTutorial.png b/docs/assets/content/introPopupTutorial.png new file mode 100644 index 00000000..7f7f3563 Binary files /dev/null and b/docs/assets/content/introPopupTutorial.png differ diff --git a/docs/de/FAQ/Clearing-mods.md b/docs/de/FAQ/Clearing-mods.md new file mode 100644 index 00000000..eb4c9a06 --- /dev/null +++ b/docs/de/FAQ/Clearing-mods.md @@ -0,0 +1,38 @@ +## Warum muss ich meine Mods deaktivieren? + +In BeamMP stellt der Server, mit dem du dich verbindest, die notwendigen Mods bereit. Diese werden beim Verbinden automatisch heruntergeladen und aktiviert. Sind lokale Mods installiert und aktiviert, funktioniert BeamMP oft nicht richtig, selbst wenn du nur einen zusätzlichen Mod neben BeamMP hast. + +!!! warning + + Entferne alle Mods, die du im Ordner BeamNG.Drive\content\ oder in Unterordnern abgelegt hast. Dieser Speicherort ist NICHT für die Installation von Mods vorgesehen und kann zu Problemen führen, wie in der Datei `DO_NOT_INSTALL_MODS_HERE.txt` im selben Verzeichnis beschrieben. + + !!! quote "DO_NOT_INSTALL_MODS_HERE.txt" + + Kopiere KEINE Mods in diesen Ordner: Dies kann zu beschädigten Mods, einer langsameren Installation von Updates, einem beschädigten Mod-Manager, einem beschädigten abgesicherten Modus und anderen Problemen führen. + +## Wie deaktiviere/entferne ich meine Mods? + +Es gibt drei Möglichkeiten, mögliche Probleme bei der Verwendung von BeamMP zu lösen. + +### 1. Mods deaktivieren + +Bevor du einem Server beitrittst, stelle sicher, dass du außer „multiplayerbeammp“ keine Mods aktiviert hast. Wenn das Spiel einfriert oder weiterhin Probleme auftreten, probiere den nächsten Schritt. + +### 2. Erstellen eines neuen Benutzerordners + +Öffne den Benutzerordner von BeamNG.Drive und benenne den Ordner der neuesten Version (z. B. 0.35) um, z. B. in 0.xx_OLD (0.35_OLD). Schließe BeamNG.drive, bevor du ihn umbenennst.
![Bild](../../assets/content/new-userfolder.png) + +### 3. Entfernen von Mods aus dem content Ordnern. + +Um auf den Ordner Beamng.drive\content\ zuzugreifen und ihn von allen Mods zu bereinigen, öffne den Installationsort von BeamNG.drive. Klicke mit der rechten Maustaste auf den Ordner `content` und lösche ihn. Überprüfe anschließend die Spieldateien über Steam oder Epic Games. Dadurch werden die Dateien erneut heruntergeladen. + +Starte anschließend BeamNG.Drive über den BeamMP-Launcher. Im Repository sollte „multiplayerbeammp“ als einziger aktivierter Mod verfügbar sein. Im Hauptmenü findest du außerdem die Schaltfläche zum Aufrufen von BeamMP. Solltest du weiterhin Probleme beim Beitritt zu gemoddeten Servern haben, liegen wahrscheinlich defekte/veraltete Mods vor. + +### 4. BeamMP-Launcher Cache bereinigen + +Um zwischengespeicherte Mods aus den BeamMP-Verzeichnissen zu entfernen, gehe zum Installationsort deines BeamMP-Launchers. Standardmäßig lautet der Pfad „C:\Benutzer\AppData\BeamMP-Launcher“. Dort findest du den Ordner „Ressourcen“. Lösche diesen Ordner, um alle zwischengespeicherten Mods zu löschen. Dies kann hilfreich sein, wenn du mehr Speicherplatz auf deiner Festplatte benötigst oder veraltete BeamNG-Mods entfernen möchtest. + +!!! question "Meine Einstellungen und Konfigurationen sind weg! Wie kann ich sie wiederherstellen?" + + Wenn du den Benutzerordner umbenannt hast, wurde das Spiel gezwungen, einen neuen, sauberen Benutzerordner zu erstellen. Du kannst die beiden Ordner „Einstellungen“ und „Fahrzeuge“ aus dem umbenannten Ordner (z. B. 0.34_OLD) in den neu erstellten Ordner kopieren. + Stelle sicher, dass BeamNG.Drive geschlossen ist, und ersetze alle Elemente am Zielort. Alle Konfigurationen und Einstellungen sollten nun wiederhergestellt sein. diff --git a/docs/de/index.md b/docs/de/index.md index 93bc3da5..967a5afa 100644 --- a/docs/de/index.md +++ b/docs/de/index.md @@ -5,13 +5,10 @@ hide: !!! warning "Diese Seite befindet sich im Aufbau!" -``` -Diese Seite steht unter aktiver Bearbeitung. + Diese Seite steht unter aktiver Bearbeitung. + Denkst du, dass du helfen könntest? Das kannst du tun, indem du auf das Editier Symbol auf der rechten Seite klickst! + Das trifft auch auf alle anderen Seiten zu. -Denkst du, dass du helfen könntest? Das kannst du tun, indem du auf das Editier Symbol auf der rechten Seite klickst! - -Das trifft auch auf alle anderen Seiten zu. -``` # Willkommen bei BeamMP Docs! :tada: @@ -30,3 +27,7 @@ Du möchtest deinen eigenen BeamMP-Server erstellen? Unsere umfassende Anleitung Erfahre alles Wissenswerte zur Erstellung von Ressourcen für den BeamMP-Server in unserer [Anleitung zur Ressourcenentwicklung](../guides/mod-creation/server/getting-started.md). Aufregende Updates stehen bevor, einschließlich einer brandneuen Homepage, die entwickelt wurde, um dein Browsing-Erlebnis zu verbessern. Bleib dran für weitere Neuigkeiten! :slight_smile: + +## Community Regeln + +Lies dir die [Community-Regeln](https://docs.beammp.com/community/rules/) von BeamMP durch und informiere dich darüber, wie du gegen Bans Einspruch einlegen kannst. diff --git a/docs/de/server/create-a-server.md b/docs/de/server/create-a-server.md index 0e4f962c..e1ffc306 100644 --- a/docs/de/server/create-a-server.md +++ b/docs/de/server/create-a-server.md @@ -28,20 +28,17 @@ Das Aufsetzen besteht aus folgenden Schritten. Du solltest alle davon durchgehen !!! info - Wenn du auf einem VPS (Virtual Private Server), Rotoserver bist, oder planst einen Server lokal zu hosten (mit Spielern im selben Haus wie du), kannst du diesen Schritt überspringen. - Dieser Schritt ist jedoch notwendig, wenn Spieler **außerhalb** deines Haushaltes deinem heim-gehosteten Server beitreten sollen (außerhalb von deinem lokalen Netzwerk) + Wenn du auf einem VPS (Virtual Private Server), Rotoserver bist, oder planst einen Server lokal zu hosten (mit Spielern im selben Haus wie du), kannst du diesen Schritt überspringen. + Dieser Schritt ist jedoch notwendig, wenn Spieler **außerhalb** deines Haushaltes deinem heim-gehosteten Server beitreten sollen (außerhalb von deinem lokalen Netzwerk) - !!! danger ":material-scale-balance: ACHTUNG:" + !!! danger ":material-scale-balance: ACHTUNG:" + **Port forwarding ist ein Risiko**. + Wenn du Ports weiterleitest, sind dir die Risiken beim öffnen von Ports von deinem Heimnetz ins öffentliche Netz bewusst und verlierst das Recht, BeamMP für **jegliche Schäden**, welche deinem Haushalt passieren könnten, Haften zu lassen. + Wir übernehmen keine Haftung für jegliche extern gelinkten Dienste oder Webseiten. - **Port forwarding ist ein Risiko**. +Es wird daher empfohlen, BeamMP Server mit einen unserer Partner Hosting Services zu hosten. - Wenn du Ports weiterleitest, sind dir die Risiken beim öffnen von Ports von deinem Heimnetz ins öffentliche Netz bewusst und verlierst das Recht, BeamMP für **jegliche Schäden**, welche deinem Haushalt passieren könnten, Haften zu lassen. - - Wir übernehmen keine Haftung für jegliche extern gelinkten Dienste oder Webseiten. - - Es wird daher empfohlen, BeamMP Server mit einen unserer Partner Hosting Services zu hosten. - - *Sieh dir [diese Anleitung zum Port weiterleiten](port-forwarding.md) an* +*Sieh dir [diese Anleitung zum Port weiterleiten](port-forwarding.md) an* #### Partner Hosting Services (bezahlt): @@ -49,13 +46,16 @@ Das Aufsetzen besteht aus folgenden Schritten. Du solltest alle davon durchgehen - [RackGenius](https://rackgeni.us/beammp-plans) - [Connect Hosting](https://connecthosting.net/beammp) - [Assetto Hosting](https://assettohosting.com/en/games/beamng) -- [Zap Hosting](https://zap-hosting.com/en/beammp-server-hosting/) +- [ZAP-Hosting](https://zap-hosting.com/itsbeammp) - [HostHavoc](https://hosthavoc.com/) - [PedalHost](https://pedal.host/) - [Vyper Hosting](https://vyperhosting.com/r/beammp) - [BisectHosting](https://www.bisecthosting.com/beammp-server-hosting) - [Four Seasons Hosting](https://fourseasonshosting.com) - [Vertuo Hosting](https://vertuohosting.com) +- [Winheberg](https://winheberg.fr/offres/gaming/beammp?lang=en) +- [Wabbanode](https://wabbanode.com/partner/beammp) +- [Iceline Hosting](https://iceline-hosting.com/games/beammp) #### 1.1 Firewall @@ -63,7 +63,7 @@ Abhängig von deinem Setup musst du den BeamMP-Server möglicherweise durch die Dort lässt du den BeamMP-Server durch die Firewall, **sowohl eingehende als auch ausgehende Verbindungen** sowie **TCP und UDP** . Falls die Firewall stattdessen nach einem Port fragt, muss dieser derselbe sein, den du in Schritt „1. Portweiterleitung“ verwendet hast (standartmäßig 30814). -Solltest du Probleme haben, frage auf unserem [Forum](https://forum.beammp.com) oder auf unserem [Discord server](https://discord.gg/beammp) im `#support` Kanal. +Eine detailliertere Anleitung findest du unter [dieser Dokumentationsseite](https://docs.beammp.com/FAQ/Defender-exclusions/) . Bei Problemen kannst du dich an unser [Forum](https://forum.beammp.com) oder auf unseren [Discord-Server](https://discord.gg/beammp) im Kanal `#support` an uns wenden. ### **2. Authentifizierungsschlüssel** @@ -73,40 +73,41 @@ Der Authentifizierungsschlüssel, auch “Authentication Key” oder “AuthKey TEILE ODER ZEIGE DEN SCHLÜSSEL NICHT. BEHANDLE IHN WIE EIN PASSWORT. + Um einen Schlüssel zu erwerben ist ein [Discord](https://discord.com) Konto erforderlich. Das ist wichtig um gegen Spam zu schützen. #### 2.1. Die Schlüssel-Übersicht öffnen -Melde dich mit Discord beim [Keymaster](https://beammp.com/keymaster) an. Klicke auf der Keymaster-Homepage links auf dem Bildschirm auf „Keys“: +Melde dich mit Discord bei [Keymaster](https://keymaster.beammp.com) an. Klicke auf der Keymaster-Startseite links auf „Schlüssel“. -
![](../../assets/content/keymaster_homepage.png)
+
![](../../assets/content/keymaster_homepage.png)
#### 2.2. Einen Schlüssel erstellen Um einen Schlüssel zu erstellen, klicke das grüne ,,+" oben rechts. -
![](../../assets/content/keymaster_new_key.png)
+
![](../../assets/content/keymaster_new_key.png)
#### 2.3. Schlüssel-Informationen eingeben Als nächstes, fülle das Feld für den Servernamen (das ist lediglich der Name des Schlüssels, nicht der Name vom Server in der Liste), dann klick ,,Create".
Beispiel: -
![](../../assets/content/keymaster_server_name.png)
+
![](../../assets/content/keymaster_server_name.png)
es sollte am Ende wie folgt aussehen: -
![](../../assets/content/keymaster_key_done.png)
+
![](../../assets/content/keymaster_key_done.png)
#### 2.4. Den Schlüssel kopieren Kopiere den Text im “Key” Feld. In diesem Beispiel wäre das `3173a2e-6az0-4542-a3p0-ddqq5ff95558`. Klicke das ,,Klemmbrett Symbol" neben dem Schlüssel um diesen zu kopieren. -
![](../../assets/content/keymaster_copy_key.png)
+
![](../../assets/content/keymaster_copy_key.png)
### **3. Installation** @@ -153,31 +154,40 @@ Führe zum Abschluss den Server unbedingt einmal mit `./BeamMP-Server` aus und f Nachdem der Server einmal gestartet wurde, sollte er die nötigen Dateien erstellt haben und einen oder zwei Fehler in die Konsole schreiben. Das ist normal, da wir noch nicht fertig sind.
Es sollten nun folgende Dateien vorhanden sein: -
![](../../assets/content/after-running-once.png)
+
![](../../assets/content/after-running-once.png)
Genannt ,,ServerConfig.toml”, ,,Server.log” und ,,BeamMP-Server.exe”! (Je nach deinen Einstellungen, siehst du möglicherweise die [.toml] [.log] [.exe] Erweiterungen nicht) Öffne die `ServerConfig.toml` mit einem Texteditor wie zum Beispiel `Notepad` . Dies kannst du mit **[Rechtsklick] → „Öffnen mit…“** und anschließender Auswahl eines Texteditors tun. -Die Datei sollte ungefähr so aussehen +Hier ist eine Beispielkonfiguration: ```TOML [General] -AuthKey = '' -Debug = false -Description = 'BeamMP Default Description' -Map = '/levels/gridmap_v2/info.json' -MaxCars = 1 -MaxPlayers = 10 -Name = 'BeamMP Server' Port = 30814 -Private = false -ResourceFolder = 'Resources' +AuthKey = "auth-key" +AllowGuests = false +LogChat = false +Debug = false +IP = "::" +Private = true +InformationPacket = true +Name = "Test Server" +Tags = "Freeroam,Modded,Racing,Police" +MaxCars = 2 +MaxPlayers = 10 +Map = "/levels/ks_nord/info.json" +Description = "Total Random Beam MP Server" +ResourceFolder = "Resources" ``` -Dies ist deine Konfigurationsdatei. Diese verwendet das Format TOML. Weitere Informationen zu dieser Datei findest du im Abschnitt [Serverwartung](server-maintenance.md) . +!!! info -Als erstes kümmern wir uns um den `AuthKey`. Dazu muss der Schlüssel zwischen die Anführungszeichen `" "` eingefügt werden. + Dies ist deine Konfigurationsdatei. Sie verwendet das Format TOML. Weitere Informationen zu dieser Datei und den Variablen findest du im Abschnitt [Serverwartung](server-maintenance.md). + Der Server wird **NICHT** in der Serverliste angezeigt, solange `Private = true` eingestellt ist. _Wenn_ er in der Liste angezeigt werden soll, setze die Einstellung auf **`Private = false`**. + + +Fürs Erste ist nur das Feld `AuthKey` relevant. Zwischen den Anführungszeichen `''` fügt man den AuthKey ein, den du im ersten Schritt kopiert hast. Für unser Beispiel sollte der Eintrag so aussehen: @@ -185,14 +195,10 @@ Für unser Beispiel sollte der Eintrag so aussehen: AuthKey = '3173a2e-6az0-4542-a3p0-ddqq5ff95558' ``` -Vergib deinem Server einen Namen im `Name` Feld. Du kannst diesen mit Farben und mehr formatieren. Siehe [diese Sesktion](server-maintenance.md#customize-the-look-of-your-server-name) auf der Server-Wartungsseite. +Gib dem Server im Feld `Name` ebenfalls einen Namen. Du kannst diesen mit Farben und weiteren Optionen formatieren. Weitere Informationen findest du [im Abschnitt „Namensanpassung“](server-maintenance.md#customize-the-look-of-your-server-name) auf der Serververwaltungsseite. Wenn du einen anderen **Port** als **30814** ausgewählt hast, achte darauf, ihn hier unter `Port` zu ersetzen. -!!! info - - Dein Server wird **NICHT** in der Serverliste erscheinen, solange `Private = true` ist. _Wenn_ du ihn gelistet haben willst, stell den Parameter auf **`Private = false`**. - ### **5. Validierung** Nun führe den Server erneut aus und sieh nach, ob weitere `[ERROR]` oder `[WARN]` Meldungen erscheinen. Der Server sollte nun offen bleiben. In den folgenden Schritten (6.) erfährst du, wie man dem Server beitritt. @@ -201,7 +207,12 @@ Nun führe den Server erneut aus und sieh nach, ob weitere `[ERROR]` oder `[WARN #### 5.1 Wie man dem Server Mods hinzufügt -Fahrzeug und Map Mods werden unterschiedlich im Server installiert, müssen aber beide im Ordner (`Resources/Client`) abelegt werden. Alle Mods die hinzugefügt werden sollen kommen in diesen Ordner. +Fahrzeug- und Karten-Mods werden unterschiedlich installiert, müssen aber beide im Serverordner ( `Resources/Client` ) abgelegt werden. Ziehe einfach die gewünschten Mods in diesen Ordner. + +!!! warning + + Solltest du beim Versuch, deinem Server nach dem Hinzufügen von Mods beizutreten, die Meldung „Fertig“ oder „Start“ erhalten, hast du wahrscheinlich eine inkompatible oder fehlerhafte Mod dem Server hinzugefügt. + Inkompatibilitäten zwischen zwei oder mehr Mods können ebenfalls auftreten. Falls du Client-Mods installiert hast, lies bitte [diese Anleitung](../../FAQ/How-to-deactivate-mods.md) zum Entfernen von Mods aus deinem Spiel. #### 5.2 Allgemeine Mods @@ -209,7 +220,7 @@ Wenn du nur modifizierte Fahrzeuge hinzufügen möchtest, lege die Zip-Datei der #### 5.3 Karten -Alle Standardkarten (Karten, die keine Mods sind) funktionieren sofort und müssen nicht installiert werden. Ändere einfach die `Map` in der `ServerConfig.toml` Datei auf eine der [folgenden Optionen](server-maintenance.md#all-vanilla-maps-names) . Für alle anderen modifizierten Karten geht man wie folgt vor: +Alle Standardkarten (Karten, die keine Mods sind) funktionieren sofort und müssen nicht installiert werden. Ändere einfach die `Map` in der Datei `ServerConfig.toml` auf eine der [folgenden Optionen](server-maintenance.md#all-vanilla-maps-names) . Für alle anderen modifizierten Karten gehe wie folgt vor: 1. Legen die `.zip` Datei der Karte in den Ordner `Resources/Client` des Servers. 2. Sieh dir als Nächstes in die Zip-Datei der Karte (entpacke sie nicht) und öffne den Ordner „ `levels` “. In diesem Ordner sollte sich lediglich ein weiterer Ordner mit dem Namen der Karte befinden, zum Beispiel „myawesomedriftmap2021“. Achte darauf, diesen Namen *genau so zu kopieren oder zu merken, wie er im Namen dieses Ordners geschrieben ist.* @@ -243,18 +254,30 @@ Du musst anderen Spielern die öffentliche IP Adresse des Servers geben. Sei jed #### 6.c. Andere Spieler treten deinem öffentlichen Server bei -Um deinem öffentlichen Server beizutreten, gehe zur Server Liste und gib den Namen des Servers ein und klicke ,,Connect". Wenn du dir nicht sicher über den Namen des Server bist, es wird der Name sein, welchen du in der `ServerConfig.toml` festlegst. Stelle sicher dass Suchfilter deaktiviert sind und dass die Karte auf "Any" gesetzt ist, wenn du ihn nicht findest. Du kannst auch die [Keymaster](https://beammp.com/keymaster) Webseite für die IP des Servers prüfen. +Um einem öffentlichen Server beizutreten, können Benutzer einfach die Serverliste aufrufen, den Servernamen eingeben und auf „Verbinden“ klicken. Falls du/sie den Servernamen nicht kennen, findest du ihn in der Datei `ServerConfig.toml` . Sollte niemand den Server nicht finden, stelle sicher, dass die Suchfilter deaktiviert und die Zuordnung auf „Beliebig“ eingestellt ist. Die IP-Adresse des Servers findest du auch auf der Website von [Keymaster](https://keymaster.beammp.com/) . Sollten du oder deine Freunde einen ,,Verbindung Fehlgeschlagen!" Fehler bekommen, prüfe das Launcher Fenster auf Codes wie 10060, 10061 oder 10030. Das bedeutet, dass du entweder eine CGNAT IPv4 hast, oder du hast etwas bei Schritt **1 Port Forwarding** oder **1.1. Firewall** falsch gemacht. Um zu prüfen ob du eine CGNAT IPv4 hast, finde die WAN IP Adresse im Router Interface. Vergleiche diese mit deiner [öffentlichen IP](https://www.whatsmyip.org/). Wenn diese gleich sind, hast du keine CGNAT IP. IPv6 Support ist noch **NICHT** implementiert. +### **7. So überprüft man die Verbindung deines BeamMP-Servers** + +Gib unten die öffentliche IPv4-Adresse und den Port des Servers ein und klicke dann auf „CheckBeamMP“. + +
+ +
+ +
+ +
+ !!! warning "Ich möchte einen VPN wie RadminVPN, Hamachi oder ähnlich verwenden" - BeamMP unterstützt diese VPNs nicht, weil diese oft Probleme verursachen. Eines davon ist das blockieren von UDP Verkehr. Um dies zu beheben, siehe Sektion 1. - - !!! question "Aber warum hat es vorher funktioniert?" - + BeamMP unterstützt diese VPNs nicht, weil diese oft Probleme verursachen. Eines davon ist das blockieren von UDP Verkehr. Um dies zu beheben, siehe Sektion 1. + + !!! question "Aber warum hat es vorher funktioniert?" + Das passiert, weil die Entwickler dieser Applikationen updaten und Änderungen implementiere, über welche BeamMP keine Kontroll hat. - Es liegt an den Entwicklern diesen Applikationen, um Support für spezifische Fälle wie eines BeamMP-Servers zu unterstützen. + Es liegt an den Entwicklern diesen Applikationen, um Support für spezifische Fälle wie eines BeamMP-Servers zu unterstützen. ## Immer noch Probleme? diff --git a/docs/en/API documentation/Client-Side.md b/docs/en/API documentation/Client-Side.md new file mode 100644 index 00000000..97e31dd2 --- /dev/null +++ b/docs/en/API documentation/Client-Side.md @@ -0,0 +1,1297 @@ +## Table of Contents + +### MPVehicleGE +- [Vehicle Functions](#vehicle-functions) +- [Player Functions](#player-functions) +- [Nametag Functions](#nametag-functions) +- [Role Functions](#role-functions) +- [Navigation Functions](#navigation-functions) +- [Object Methods](#object-methods) +- [Event Hooks](#event-hooks) + +### MPConfig +- [MPConfig Functions](#mpconfig-functions) + +### MPCoreNetwork +- [MPCoreNetwork Functions](#mpcorenetwork-functions) + +### MPGameNetwork +- [Event System Functions](#event-system-functions) +- [Keypress Functions](#keypress-functions) +- [UI Functions](#ui-functions) +- [MPGameNetwork Callbacks](#mpgamenetwork-callbacks) + +### MPHelpers +- [Encoding Functions](#encoding-functions) +- [Color Functions](#color-functions) +- [String Functions](#string-functions) +- [Table Functions](#table-functions) +- [Debug Functions](#debug-functions) + +--- + +## Vehicle Functions + +### `getGameVehicleID(serverVehicleID)` +Resolves a serverVehicleID into the gameVehicleID + +**Parameters:** +- `serverVehicleID` (string) - Format: "X-Y" where X is PlayerID and Y is VehicleID + +**Returns:** +- (number) - The game's internal vehicle ID +- (number) `-1` - If vehicle is unknown + +**Usage:** +```lua +local gameID = extensions.MPVehicleGE.getGameVehicleID("0-0") +``` + +--- + +### `getServerVehicleID(gameVehicleID)` +Resolves a gameVehicleID into the serverVehicleID + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Returns:** +- (string) - Server vehicle ID (e.g., "0-0") +- (nil) - If gameVehicleID is unknown + +**Usage:** +```lua +local serverID = extensions.MPVehicleGE.getServerVehicleID(11171) +``` + +--- + +### `getVehicleByServerID(serverVehicleID)` +Returns the complete vehicle table for this vehicle + +**Parameters:** +- `serverVehicleID` (string) - Format: "X-Y" + +**Returns:** +- (table) - Vehicle information (name, gameVehicleID, jbeam, ownerID, ownerName, isLocal, isSpawned, etc.) +- (nil) - If serverVehicleID is invalid + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0") +if vehicle then + print("Owner: " .. vehicle.ownerName) +end +``` + +--- + +### `getVehicleByGameID(gameVehicleID)` +Returns the complete vehicle table for this vehicle + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Returns:** +- (table) - Vehicle information +- (nil) - If gameVehicleID is invalid + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByGameID(11171) +``` + +--- + +### `isOwn(gameVehicleID)` +Checks if the given vehicle belongs to this client + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Returns:** +- (boolean) - True if vehicle belongs to this client + +**Usage:** +```lua +if extensions.MPVehicleGE.isOwn(11171) then + print("This is my vehicle") +end +``` + +--- + +### `getOwnMap()` +Returns a table containing all vehicles owned by this client + +**Parameters:** +- None + +**Returns:** +- (table) - Map of owned vehicles `{[gameVehicleID] = vehicles_subtable}` + +**Usage:** +```lua +local myVehicles = extensions.MPVehicleGE.getOwnMap() +``` + +--- + +### `getVehicleMap()` +Returns a table of all known multiplayer vehicles + +**Parameters:** +- None + +**Returns:** +- (table) - Map of all vehicles `{[serverVehicleID] = gameVehicleID}` + +**Usage:** +```lua +local allVehicles = extensions.MPVehicleGE.getVehicleMap() +``` + +--- + +### `getDistanceMap()` +Returns the distance from each multiplayer vehicle to this client's point of view + +**Parameters:** +- None + +**Returns:** +- (table) - Map of distances `{[gameVehicleID] = distanceInMeters}` + +**Usage:** +```lua +local distances = extensions.MPVehicleGE.getDistanceMap() +``` + +--- + +### `getNicknameMap()` +Returns all multiplayer gameVehicleIDs with their owner names + +**Parameters:** +- None + +**Returns:** +- (table) - Map of nicknames `{[gameVehicleID] = ownerName}` + +**Usage:** +```lua +local nicknameMap = extensions.MPVehicleGE.getNicknameMap() +``` + +--- + +### `getVehicles()` +Returns the complete vehicles table + +**Parameters:** +- None + +**Returns:** +- (table) - All vehicles `{[serverVehicleID] = vehicles_subtable}` + +**Usage:** +```lua +local vehicles = extensions.MPVehicleGE.getVehicles() +for serverID, vehicle in pairs(vehicles) do + print("Vehicle: " .. vehicle.jbeam) +end +``` + +--- + +## Player Functions + +### `getPlayerByName(name)` +Returns this player's table and ID + +**Parameters:** +- `name` (string) - The player's name + +**Returns:** +- (table) - Player information (name, playerID, role, vehicles, etc.) +- (number) - The player's ID +- (nil) - If player not found + +**Usage:** +```lua +local player, playerID = extensions.MPVehicleGE.getPlayerByName("John") +if player then + print("Player ID: " .. playerID) +end +``` + +--- + +### `getPlayers()` +Returns the complete players table + +**Parameters:** +- None + +**Returns:** +- (table) - All players `{[playerID] = players_subtable}` + +**Usage:** +```lua +local players = extensions.MPVehicleGE.getPlayers() +for playerID, player in pairs(players) do + print("Player: " .. player.name) +end +``` + +--- + +## Nametag Functions + +### `setPlayerNickPrefix(targetName, tagSource, text)` +Adds a prefix to a player's nametag (displayed before the name) + +**Parameters:** +- `targetName` (string) - The player's name +- `tagSource` (string) - Unique identifier for this prefix +- `text` (string) - Text to display before the name + +**Usage:** +```lua +extensions.MPVehicleGE.setPlayerNickPrefix("John", "RANK", "1st.") +-- Result: "1st. John" +``` + +--- + +### `setPlayerNickSuffix(targetName, tagSource, text)` +Adds a suffix to a player's nametag (displayed after the name) + +**Parameters:** +- `targetName` (string) - The player's name +- `tagSource` (string) - Unique identifier for this suffix +- `text` (string) - Text to display after the name + +**Usage:** +```lua +extensions.MPVehicleGE.setPlayerNickSuffix("John", "STATUS", "[AFK]") +-- Result: "John [AFK]" +``` + +--- + +### `hideNicknames(hide)` +Turns on or off the nametag drawing from BeamMP + +**Parameters:** +- `hide` (boolean) - True to hide nametags, false to show them + +**Usage:** +```lua +extensions.MPVehicleGE.hideNicknames(true) -- Hide +extensions.MPVehicleGE.hideNicknames(false) -- Show +``` + +--- + +### `toggleNicknames()` +Toggles the displaying of nametags + +**Parameters:** +- None + +**Usage:** +```lua +extensions.MPVehicleGE.toggleNicknames() +``` + +--- + +## Role Functions + +### `setPlayerRole(playerID, tag, shorttag, red, green, blue)` +Sets a custom role for a player + +**Parameters:** +- `playerID` (number) - ID of the player +- `tag` (string) - Role tag (e.g., "VIP") +- `shorttag` (string) - Short version (e.g., "V") +- `red` (number) - Red channel (0-255) +- `green` (number) - Green channel (0-255) +- `blue` (number) - Blue channel (0-255) + +**Returns:** +- (boolean, string) - `false, "player not found"` if player doesn't exist +- (boolean, string) - `false, error` if invalid arguments +- (nil) - Nothing on success + +**Usage:** +```lua +local success, error = extensions.MPVehicleGE.setPlayerRole(0, "VIP", "V", 255, 215, 0) +if success == false then + print("Error: " .. error) +end +``` + +--- + +### `clearPlayerRole(playerID)` +Clears a custom role for a player + +**Parameters:** +- `playerID` (number) - ID of the player + +**Returns:** +- (boolean) - Always returns `false` (implementation quirk - use to check if player exists) + +**Usage:** +```lua +extensions.MPVehicleGE.clearPlayerRole(0) +``` + +--- + +### `setVehicleRole(playerIDVehicleID, tag, shorttag, red, green, blue)` +Sets a custom role for a specific vehicle + +**Parameters:** +- `playerIDVehicleID` (string) - Vehicle ID (format: "0-0") +- `tag` (string) - Role tag +- `shorttag` (string) - Short version +- `red` (number) - Red (0-255) +- `green` (number) - Green (0-255) +- `blue` (number) - Blue (0-255) + +**Returns:** +- (boolean, string) - `false, "vehicle not found"` if vehicle doesn't exist +- (boolean, string) - `false, error` if invalid arguments +- (nil) - Nothing on success + +**Usage:** +```lua +local success, error = extensions.MPVehicleGE.setVehicleRole("0-0", "Police", "POL", 0, 0, 255) +if success == false then + print("Error: " .. error) +end +``` + +--- + +### `clearVehicleRole(playerIDVehicleID)` +Clears a custom role for a vehicle + +**Parameters:** +- `playerIDVehicleID` (string) - Vehicle ID (format: "0-0") + +**Returns:** +- (boolean) - Always returns `false` (implementation quirk - use to check if vehicle exists) + +**Usage:** +```lua +extensions.MPVehicleGE.clearVehicleRole("0-0") +``` + +--- + +## Navigation Functions + +### `groundmarkerToPlayer(targetName)` +Sets a ground marker route to target player's position (static) + +**Parameters:** +- `targetName` (string) - Player's name, or nil to clear + +**Usage:** +```lua +extensions.MPVehicleGE.groundmarkerToPlayer("John") -- Set +extensions.MPVehicleGE.groundmarkerToPlayer(nil) -- Clear +``` + +--- + +### `groundmarkerFollowPlayer(targetName, dontfollow)` +Sets a ground marker route that follows target player + +**Parameters:** +- `targetName` (string) - Player's name, or nil to stop +- `dontfollow` (boolean) - If true, creates static marker + +**Usage:** +```lua +extensions.MPVehicleGE.groundmarkerFollowPlayer("John") -- Follow +extensions.MPVehicleGE.groundmarkerFollowPlayer("John", true) -- Static +extensions.MPVehicleGE.groundmarkerFollowPlayer(nil) -- Stop +``` + +--- + +### `queryRoadNodeToPosition(targetPosition, owner)` +Finds the closest road nodes to a target position + +**Parameters:** +- `targetPosition` (vec3 or table) - Target position with x, y, z +- `owner` (string) - Optional identifier (default: "target") + +**Returns:** +- (boolean) - Success status +- (number) - nodeID (if successful) + +**Usage:** +```lua +local pos = vec3(100, 200, 50) +local success, nodeID = extensions.MPVehicleGE.queryRoadNodeToPosition(pos) +``` + +--- + +## Object Methods + +### Player Object Methods + +#### `player:setNickPrefix(tagSource, text)` +Sets a prefix for this player's nametag + +**Parameters:** +- `tagSource` (string) - Unique identifier +- `text` (string) - Text to display (or nil to remove) + +**Usage:** +```lua +local player = extensions.MPVehicleGE.getPlayerByName("John") +if player then + player:setNickPrefix("STATUS", "[AFK]") +end +``` + +--- + +#### `player:setNickSuffix(tagSource, text)` +Sets a suffix for this player's nametag + +**Parameters:** +- `tagSource` (string) - Unique identifier +- `text` (string) - Text to display (or nil to remove) + +**Usage:** +```lua +local player = extensions.MPVehicleGE.getPlayerByName("John") +if player then + player:setNickSuffix("MISSION", "[In Mission]") +end +``` + +--- + +#### `player:setCustomRole(role)` +Sets a custom role for this player + +**Parameters:** +- `role` (table) - Role table: `{backcolor = {r, g, b}, tag = string, shorttag = string}` + +**Usage:** +```lua +local player = extensions.MPVehicleGE.getPlayerByName("John") +if player then + player:setCustomRole({ + backcolor = {r = 255, g = 0, b = 0}, + tag = " [VIP]", + shorttag = " [V]" + }) +end +``` + +--- + +#### `player:clearCustomRole()` +Clears the custom role for this player + +**Usage:** +```lua +local player = extensions.MPVehicleGE.getPlayerByName("John") +if player then + player:clearCustomRole() +end +``` + +--- + +### Vehicle Object Methods + +#### `vehicle:getOwner()` +Returns the owner of this vehicle + +**Returns:** +- (table) - Player object +- (number) - Player's ID + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0") +if vehicle then + local owner, ownerID = vehicle:getOwner() + print("Owner: " .. owner.name) +end +``` + +--- + +#### `vehicle:setCustomRole(role)` +Sets a custom role for this vehicle + +**Parameters:** +- `role` (table) - Role table: `{backcolor = {r, g, b}, tag = string, shorttag = string}` + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0") +if vehicle then + vehicle:setCustomRole({ + backcolor = {r = 0, g = 0, b = 255}, + tag = " [Police]", + shorttag = " [POL]" + }) +end +``` + +--- + +#### `vehicle:clearCustomRole()` +Clears the custom role for this vehicle + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0") +if vehicle then + vehicle:clearCustomRole() +end +``` + +--- + +#### `vehicle:setDisplayName(displayName)` +Sets a custom display name for this vehicle + +**Parameters:** +- `displayName` (string) - Custom name to display + +**Usage:** +```lua +local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0") +if vehicle then + vehicle:setDisplayName("Patrol Car #1") +end +``` + +--- + +## Event Hooks + +BeamMP provides event hooks that you can override to execute custom code when specific events occur. **Do not call these functions directly** - instead, override them while preserving the original functionality. + +### Hook Pattern + +Always preserve the original function when overriding: + +```lua +-- Save the original function +local originalCallback = MPVehicleGE.onVehicleSpawned + +-- Override with your custom logic +MPVehicleGE.onVehicleSpawned = function(gameVehicleID) + -- Call the original first + originalCallback(gameVehicleID) + + -- Your custom code here + print("Vehicle spawned: " .. gameVehicleID) +end +``` + +--- + +### Available Event Hooks + +#### `onUpdate(dt)` +Called every frame while connected to multiplayer + +**Parameters:** +- `dt` (number) - Delta time in seconds since last frame + +**Usage:** +```lua +local originalOnUpdate = MPVehicleGE.onUpdate +MPVehicleGE.onUpdate = function(dt) + originalOnUpdate(dt) + -- Your frame-by-frame logic here +end +``` + +--- + +#### `onPreRender(dt)` +Called every frame before rendering + +**Parameters:** +- `dt` (number) - Delta time in seconds + +**Note:** +This handles nametag rendering, distance calculations, and ground markers internally. + +**Usage:** +```lua +local originalOnPreRender = MPVehicleGE.onPreRender +MPVehicleGE.onPreRender = function(dt) + originalOnPreRender(dt) + -- Your pre-render logic here +end +``` + +--- + +#### `onVehicleSpawned(gameVehicleID)` +Called when a vehicle spawns (both local and remote) + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Usage:** +```lua +local originalOnVehicleSpawned = MPVehicleGE.onVehicleSpawned +MPVehicleGE.onVehicleSpawned = function(gameVehicleID) + originalOnVehicleSpawned(gameVehicleID) + + local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID) + if vehicle then + print(vehicle.ownerName .. " spawned a " .. vehicle.jbeam) + end +end +``` + +--- + +#### `onVehicleDestroyed(gameVehicleID)` +Called when a vehicle is destroyed/removed + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Usage:** +```lua +local originalOnVehicleDestroyed = MPVehicleGE.onVehicleDestroyed +MPVehicleGE.onVehicleDestroyed = function(gameVehicleID) + local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID) + if vehicle then + print("Vehicle " .. vehicle.jbeam .. " was destroyed") + end + + originalOnVehicleDestroyed(gameVehicleID) +end +``` + +--- + +#### `onVehicleSwitched(oldGameVehicleID, newGameVehicleID)` +Called when player switches between vehicles + +**Parameters:** +- `oldGameVehicleID` (number) - Previous vehicle ID (or -1) +- `newGameVehicleID` (number) - New vehicle ID (or -1) + +**Usage:** +```lua +local originalOnVehicleSwitched = MPVehicleGE.onVehicleSwitched +MPVehicleGE.onVehicleSwitched = function(oldID, newID) + originalOnVehicleSwitched(oldID, newID) + + print("Switched from vehicle " .. oldID .. " to " .. newID) +end +``` + +--- + +#### `onVehicleResetted(gameVehicleID)` +Called when a vehicle is reset (local vehicles only) + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Usage:** +```lua +local originalOnVehicleResetted = MPVehicleGE.onVehicleResetted +MPVehicleGE.onVehicleResetted = function(gameVehicleID) + originalOnVehicleResetted(gameVehicleID) + + print("Vehicle " .. gameVehicleID .. " was reset") +end +``` + +--- + +#### `onVehicleColorChanged(gameVehicleID, index, paint)` +Called when a vehicle's paint color is changed + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID +- `index` (number) - Paint slot index (0, 1, or 2) +- `paint` (table) - Paint data with color information + +**Usage:** +```lua +local originalOnVehicleColorChanged = MPVehicleGE.onVehicleColorChanged +MPVehicleGE.onVehicleColorChanged = function(gameVehicleID, index, paint) + originalOnVehicleColorChanged(gameVehicleID, index, paint) + + print("Vehicle " .. gameVehicleID .. " changed paint slot " .. index) +end +``` + +--- + +#### `onVehicleReady(gameVehicleID)` +Called when a vehicle's extensions have loaded and the vehicle is fully ready + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Note:** +Use this instead of `onVehicleSpawned` if you need vehicle extensions to be loaded. + +**Usage:** +```lua +local originalOnVehicleReady = MPVehicleGE.onVehicleReady +MPVehicleGE.onVehicleReady = function(gameVehicleID) + originalOnVehicleReady(gameVehicleID) + + -- Safe to interact with vehicle extensions here + local veh = be:getObjectByID(gameVehicleID) + if veh then + veh:queueLuaCommand("print('Vehicle is ready!')") + end +end +``` + +--- + +#### `onUIInitialised()` +Called when the BeamMP UI is initialized + +**Usage:** +```lua +local originalOnUIInitialised = MPVehicleGE.onUIInitialised +MPVehicleGE.onUIInitialised = function() + originalOnUIInitialised() + + print("BeamMP UI initialized") +end +``` + +--- + +#### `onSettingsChanged()` +Called when BeamMP settings are changed + +**Usage:** +```lua +local originalOnSettingsChanged = MPVehicleGE.onSettingsChanged +MPVehicleGE.onSettingsChanged = function() + originalOnSettingsChanged() + + print("BeamMP settings changed") +end +``` + +--- + +## MPConfig Functions + +### `MPConfig.getPlayerServerID()` +Returns the local player's server-assigned ID + +**Returns:** +- (number) - The player's server ID (-1 if not set) + +**Usage:** +```lua +local myID = extensions.MPConfig.getPlayerServerID() +``` + +--- + +### `MPConfig.getNickname()` +Returns the local player's nickname + +**Returns:** +- (string) - The player's current nickname + +**Usage:** +```lua +local name = extensions.MPConfig.getNickname() +``` + +--- + +### `MPConfig.getConfig()` +Returns the BeamMP configuration settings + +**Returns:** +- (table) - Configuration table with all BeamMP settings +- (nil) - If config file doesn't exist + +**Usage:** +```lua +local config = extensions.MPConfig.getConfig() +``` + +--- + +### `MPConfig.setConfig(settingName, settingVal)` +Sets a specific configuration value + +**Parameters:** +- `settingName` (string) - Name of the setting +- `settingVal` (any) - Value to set + +**Usage:** +```lua +extensions.MPConfig.setConfig("myCustomSetting", true) +``` + +--- + +## MPCoreNetwork Functions + +### `MPCoreNetwork.getCurrentServer()` +Returns information about the current connected server + +**Returns:** +- (table) - Server data (ip, port, name, map) +- (nil) - If not connected + +**Usage:** +```lua +local server = extensions.MPCoreNetwork.getCurrentServer() +if server then + print("Server: " .. server.name) + print("IP: " .. server.ip .. ":" .. server.port) +end +``` + +--- + +## Event System Functions + +### `TriggerServerEvent(name, data)` +Sends an event to the server + +**Parameters:** +- `name` (string) - Event name +- `data` (string) - Data to send + +**Note:** +Global function. The server must have a registered handler for this event. + +**Usage:** +```lua +TriggerServerEvent("playerReady", "ready") + +-- With JSON +local data = {position = {x=100, y=200, z=50}} +TriggerServerEvent("updatePlayer", jsonEncode(data)) +``` + +--- + +### `TriggerClientEvent(name, data)` +Triggers a local client event + +**Parameters:** +- `name` (string) - Event name +- `data` (string) - Data to send + +**Note:** +Global function. Triggers locally without sending to server. + +**Usage:** +```lua +TriggerClientEvent("localUpdate", "data") +``` + +--- + +### `AddEventHandler(event_name, func, name)` +Registers a function to handle a specific event + +**Parameters:** +- `event_name` (string) - Name of the event to handle +- `func` (function) - Handler function (receives event data) +- `name` (string) - Optional internal name + +**Note:** +Global function. + +**Usage:** +```lua +AddEventHandler("playerDamage", function(data) + print("Damage: " .. data) +end) + +-- With JSON +AddEventHandler("vehicleSpawned", function(data) + local vehData = jsonDecode(data) + print("Spawned: " .. vehData.model) +end) +``` + +--- + +### `RemoveEventHandler(event_name, name)` +Removes an event handler + +**Parameters:** +- `event_name` (string) - Name of the event +- `name` (string) - Optional internal name + +**Note:** +Global function. + +**Usage:** +```lua +RemoveEventHandler("playerDamage") +``` + +--- + +## Keypress Functions + +### `onKeyPressed(keyname, func)` +Registers a function to be called when a key is pressed + +**Parameters:** +- `keyname` (string) - Name of the key (e.g., "NUMPAD1", "F1") +- `func` (function) - Function to call (receives boolean) + +**Note:** +Global function. + +**Usage:** +```lua +onKeyPressed("NUMPAD1", function(state) + print("NUMPAD1 pressed!") +end) +``` + +--- + +### `onKeyReleased(keyname, func)` +Registers a function to be called when a key is released + +**Parameters:** +- `keyname` (string) - Name of the key +- `func` (function) - Function to call (receives boolean) + +**Note:** +Global function. + +**Usage:** +```lua +onKeyReleased("NUMPAD1", function(state) + print("NUMPAD1 released!") +end) +``` + +--- + +### `addKeyEventListener(keyname, func, type)` +Registers a key event listener with customizable trigger type + +**Parameters:** +- `keyname` (string) - Name of the key +- `func` (function) - Function to call +- `type` (string) - Event type: "down", "up", or "both" (default: "both") + +**Note:** +Global function. + +**Usage:** +```lua +addKeyEventListener("F1", function(isPressed) + if isPressed then + print("F1 pressed") + else + print("F1 released") + end +end, "both") +``` + +--- + +### `getKeyState(keyname)` +Returns the current state of a key + +**Parameters:** +- `keyname` (string) - Name of the key + +**Returns:** +- (boolean) - True if pressed, false otherwise + +**Note:** +Global function. Only works for keys registered with addKeyEventListener. + +**Usage:** +```lua +local isPressed = getKeyState("NUMPAD1") +if isPressed then + print("NUMPAD1 is held down") +end +``` + +--- + +## UI Functions + +### `MPGameNetwork.spawnUiDialog(dialogInfo)` +Creates a custom interactive dialog box + +**Parameters:** +- `dialogInfo` (table) - Dialog configuration: + - `title` (string) - Dialog title (optional) + - `body` (string) - Dialog message (optional) + - `buttons` (table) - Button configurations (optional) + - `class` (string) - "experimental" for hazard lines (optional) + - `interactionID` (string) - Interaction identifier (optional) + - `reportToServer` (boolean) - Send to server (optional, default: false) + - `reportToExtensions` (boolean) - Trigger local event (optional, default: false) + +**Usage:** +```lua +-- Simple dialog +extensions.MPGameNetwork.spawnUiDialog({ + title = "Welcome", + body = "Welcome to the server!" +}) + +-- Choice dialog +extensions.MPGameNetwork.spawnUiDialog({ + title = "Choose Team", + body = "Which team?", + buttons = { + {label = "Red", key = "joinRed"}, + {label = "Blue", key = "joinBlue"} + }, + interactionID = "teamSelection", + reportToServer = true +}) +``` + +--- + +## MPGameNetwork Callbacks + +### `MPGameNetwork.onUpdate(dt)` +Called every frame while connected to multiplayer + +**Parameters:** +- `dt` (number) - Delta time in seconds + +**Usage:** +```lua +local originalOnUpdate = MPGameNetwork.onUpdate +MPGameNetwork.onUpdate = function(dt) + originalOnUpdate(dt) + -- Your code here +end +``` + +--- + +### `MPGameNetwork.onVehicleReady(gameVehicleID)` +Called when a vehicle is ready and extensions are loaded + +**Parameters:** +- `gameVehicleID` (number) - The game's internal vehicle ID + +**Usage:** +```lua +local originalOnVehicleReady = MPGameNetwork.onVehicleReady +MPGameNetwork.onVehicleReady = function(gameVehicleID) + originalOnVehicleReady(gameVehicleID) + -- Your code here +end +``` + +--- + +## Encoding Functions + +### `MPHelpers.b64encode(string)` +Encodes a string to Base64 (RFC 2045) + +**Parameters:** +- `string` (string) - String to encode + +**Returns:** +- (string) - Base64-encoded string + +**Usage:** +```lua +local encoded = extensions.MPHelpers.b64encode("Hello World") + +-- Encoding JSON +local data = {name = "Player", score = 100} +local encoded = extensions.MPHelpers.b64encode(jsonEncode(data)) +TriggerServerEvent("sendData", encoded) +``` + +--- + +### `MPHelpers.b64decode(string)` +Decodes a Base64 string (RFC 2045) + +**Parameters:** +- `string` (string) - Base64-encoded string + +**Returns:** +- (string) - Decoded string + +**Usage:** +```lua +local decoded = extensions.MPHelpers.b64decode("SGVsbG8gV29ybGQ=") + +-- Decoding JSON +AddEventHandler("receiveData", function(data) + local decoded = extensions.MPHelpers.b64decode(data) + local jsonData = jsonDecode(decoded) +end) +``` + +--- + +## Color Functions + +### `MPHelpers.hex2rgb(hex)` +Converts a hexadecimal color code to RGB values + +**Parameters:** +- `hex` (string) - Hex color code (e.g., "#FF5733" or "#F57") + +**Returns:** +- (table) - RGB values `{r, g, b}` in 0-1 range +- (table) - `{0, 0, 0}` if invalid + +**Note:** +Supports both 3-character and 6-character hex codes. + +**Usage:** +```lua +local rgb = extensions.MPHelpers.hex2rgb("#FF5733") +print(rgb[1], rgb[2], rgb[3]) -- 1.0, 0.341, 0.2 + +-- Short format +local rgb = extensions.MPHelpers.hex2rgb("#F57") +``` + +--- + +## String Functions + +### `MPHelpers.splitStringToTable(string, delimiter, convert_into)` +Splits a string by delimiter and optionally converts values + +**Parameters:** +- `string` (string) - String to split +- `delimiter` (string) - Delimiter to split by +- `convert_into` (number) - Conversion type (optional): + - `nil` or `0` - Keep as strings (default) + - `1` - Convert to numbers + - `2` - Convert to booleans + +**Returns:** +- (table) - Array of split values + +**Usage:** +```lua +-- Strings +local parts = extensions.MPHelpers.splitStringToTable("Hello,World", ",") +-- {"Hello", "World"} + +-- Numbers +local nums = extensions.MPHelpers.splitStringToTable("10,20,30", ",", 1) +-- {10, 20, 30} + +-- Parse coordinates +local coords = extensions.MPHelpers.splitStringToTable("100,200,50", ",", 1) +local x, y, z = coords[1], coords[2], coords[3] +``` + +--- + +## Table Functions + +### `MPHelpers.tableDiff(old, new)` +Compares two tables and returns their differences + +**Parameters:** +- `old` (table) - First table to compare +- `new` (table) - Second table to compare + +**Returns:** +- (table) `diff` - All keys that differ +- (table) `o` - Values from old that differ +- (table) `n` - Values from new that differ + +**Usage:** +```lua +local oldConfig = {speed = 100, damage = 50, armor = 30} +local newConfig = {speed = 120, damage = 50, armor = 40} + +local diff, oldVals, newVals = extensions.MPHelpers.tableDiff(oldConfig, newConfig) +-- diff = {speed = 120, armor = 40} + +for key, value in pairs(diff) do + print(key .. " changed from " .. oldVals[key] .. " to " .. newVals[key]) +end +``` + +--- + +## Debug Functions + +### `MPHelpers.simpletraces(level)` +Returns formatted caller information as string + +**Parameters:** +- `level` (number) - Stack level (optional, default: 2) + +**Returns:** +- (string) - Formatted string: `"source:line, namewhat name"` +- (string) - `"unknown"` if info not available + +**Usage:** +```lua +local function myFunction() + local caller = extensions.MPHelpers.simpletraces() + print("Called from: " .. caller) +end +``` + +--- + +### `MPHelpers.simpletrace(level)` +Logs caller information to console + +**Parameters:** +- `level` (number) - Stack level (optional, default: 1) + +**Note:** +Logs the calling location to the console. + +**Usage:** +```lua +local function myFunction() + extensions.MPHelpers.simpletrace() + -- Logs: "Code was called from: lua/ge/extensions/mymod.lua:42" +end +``` + +--- + +*Last updated: 01.01.2026* diff --git a/docs/en/API documentation/Server-Side.md b/docs/en/API documentation/Server-Side.md new file mode 100644 index 00000000..6d08c2c4 --- /dev/null +++ b/docs/en/API documentation/Server-Side.md @@ -0,0 +1,1407 @@ +## Table of Contents + +### Global +- [Global Functions](#global-functions) + +### MP +- [Players](#mp--players) +- [Vehicles](#mp--vehicles) +- [Communication](#mp--communication) +- [Events](#mp--events) +- [Utilities](#mp--utilities) + +### Util +- [Logging](#util--logging) +- [JSON](#util--json) +- [Random](#util--random) +- [Profiling](#util--profiling) + +### Http +- [Http Functions](#http) + +### FS +- [Checks](#fs--checks) +- [Operations](#fs--operations) +- [Paths](#fs--paths) + +### Events +- [Events Reference](#events) + +--- + +## Global Functions + +### `print(...)` + +Prints to the server console, prefixed with date, time and `[LUA]`. + +**Parameters:** +- `...` (any) - Values of any type. Tables are printed with their contents. + +**Usage:** +```lua +local name = "John Doe" +print("Hello, I'm", name, "and I'm", 32) +``` + +--- + +### `printRaw(...)` + +Prints to the server console without any prefix. + +**Parameters:** +- `...` (any) - Values of any type. + +--- + +### `exit()` + +Shuts down the server gracefully. Triggers the `onShutdown` event. + +--- + +## MP — Players + +### `MP.GetPlayerCount() -> number` + +Returns the number of currently connected players. + +**Returns:** +- (number) - Player count. + +--- + +### `MP.GetPlayers() -> table` + +Returns a table of all connected players. + +**Returns:** +- (table) - Map of `{[playerID] = playerName}`. + +--- + +### `MP.GetPlayerName(playerID) -> string` + +Returns the name of a player by ID. + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (string) - The player's name, or `""` if not found. + +**Usage:** +```lua +local player_id = 4 +print(MP.GetPlayerName(player_id)) +``` + +--- + +### `MP.GetPlayerIDByName(name) -> number` + +Returns the ID of a player by name. + +**Parameters:** +- `name` (string) - The player's name. + +**Returns:** +- (number) - The player's ID, or `-1` if not found. + +--- + +### `MP.GetPlayerIdentifiers(playerID) -> table` + +Returns identifiers for a player such as IP, BeamMP forum ID and Discord ID. + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (table) - Table with keys `ip`, `beammp`, `discord` (only if linked). +- (nil) - If the player was not found. + +**Usage:** +```lua +local player_id = 5 +print(MP.GetPlayerIdentifiers(player_id)) +-- { ip: "127.0.0.1", discord: "12345678987654321", beammp: "1234567" } +``` + +--- + +### `MP.GetPlayerRole(playerID) -> string|nil` + +Returns the player's role as set by the BeamMP backend. + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (string) - The player's role. +- (nil) - If the player was not found. + +--- + +### `MP.IsPlayerConnected(playerID) -> boolean` + +Returns whether a UDP packet has been received from the player, i.e. whether the connection is fully established. + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (boolean) - `true` if fully connected. + +**Usage:** +```lua +local player_id = 8 +print(MP.IsPlayerConnected(player_id)) +``` + +--- + +### `MP.IsPlayerGuest(playerID) -> boolean` + +Returns whether the player is a guest (not registered on the BeamMP forum). + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (boolean) - `true` if guest. + +--- + +### `MP.DropPlayer(playerID, reason?)` + +Kicks a player from the server. + +**Parameters:** +- `playerID` (number) - The player's ID. +- `reason` (string, optional) - Reason for the kick. + +**Usage:** +```lua +function ChatHandler(player_id, player_name, message) + if string.match(message, "darn") then + MP.DropPlayer(player_id, "Profanity is not allowed") + return 1 + end +end +``` + +--- + +## MP — Vehicles + +### `MP.GetPlayerVehicles(playerID) -> table` + +Returns all vehicles of a player. + +**Parameters:** +- `playerID` (number) - The player's ID. + +**Returns:** +- (table) - Map of `{[vehicleID] = dataString}` where dataString is a raw JSON string. +- (nil) - If the player has no vehicles or was not found. + +**Usage:** +```lua +local player_id = 3 +local player_vehicles = MP.GetPlayerVehicles(player_id) + +for vehicle_id, vehicle_data in pairs(player_vehicles) do + local start = string.find(vehicle_data, "{") + local formattedVehicleData = string.sub(vehicle_data, start, -1) + print(Util.JsonDecode(formattedVehicleData)) +end +``` + +--- + +### `MP.GetPositionRaw(playerID, vehicleID) -> table, string` + +Returns the current raw position of a vehicle. + +**Parameters:** +- `playerID` (number) - The player's ID. +- `vehicleID` (number) - The vehicle's ID. + +**Returns:** +- (table) - Table with keys: `pos`, `rot`, `vel`, `rvel`, `tim`, `ping`. +- (string) - Error message if one occurred, empty string on success. + +**Note:** +Each value in `pos`, `rot`, `vel`, `rvel` is a table with indices `1, 2, 3` (and `4` for `rot`). + +**Usage:** +```lua +local player_id = 4 +local vehicle_id = 0 + +local raw_pos, error = MP.GetPositionRaw(player_id, vehicle_id) +if error == "" then + local x, y, z = table.unpack(raw_pos["pos"]) + print("X:", x, "Y:", y, "Z:", z) +else + print(error) +end +``` + +--- + +### `MP.RemoveVehicle(playerID, vehicleID)` + +Removes a vehicle belonging to a player. + +**Parameters:** +- `playerID` (number) - The player's ID. +- `vehicleID` (number) - The vehicle's ID. + +**Usage:** +```lua +local player_id = 3 +local player_vehicles = MP.GetPlayerVehicles(player_id) + +for vehicle_id, vehicle_data in pairs(player_vehicles) do + MP.RemoveVehicle(player_id, vehicle_id) +end +``` + +--- + +## MP — Communication + +### `MP.SendChatMessage(playerID, message, logChat?)` + +Sends a chat message to a specific player or everyone. + +**Parameters:** +- `playerID` (number) - The player's ID, or `-1` for everyone. +- `message` (string) - The message content. +- `logChat` (boolean, optional) - Whether to log to the server log (default: `true`). + +**Note:** +This function does not return a value. + +**Usage:** +```lua +-- To a specific player +function ChatHandler(player_id, player_name, msg) + if string.match(msg, "darn") then + MP.SendChatMessage(player_id, "Please do not use profanity.") + return 1 + end +end + +-- To everyone +MP.SendChatMessage(-1, "Hello World!") +``` + +--- + +### `MP.SendNotification(playerID, message, icon?, category?)` + +Sends a notification (popup) to a specific player or everyone. + +**Parameters:** +- `playerID` (number) - The player's ID, or `-1` for everyone. +- `message` (string) - The notification content. +- `icon` (string, optional) - Notification icon. +- `category` (string, optional) - Notification category. + +**Note:** +This function does not return a value. When called with only 3 arguments (no category), the category is automatically set to the value of message. + +--- + +### `MP.ConfirmationDialog(playerID, title, body, buttons, interactionID, warning?, reportToServer?, reportToExtensions?)` + +Sends a confirmation dialog with buttons to a player. + +**Parameters:** +- `playerID` (number) - The player's ID, or `-1` for everyone. +- `title` (string) - Dialog title. +- `body` (string) - Dialog body text. +- `buttons` (table) - Array of buttons. +- `interactionID` (string) - Unique identifier for this interaction. +- `warning` (boolean, optional) - Show warning styling (default: `false`). +- `reportToServer` (boolean, optional) - Send response to server (default: `true`). +- `reportToExtensions` (boolean, optional) - Trigger local event (default: `true`). + +**Note:** +When called with only 5 arguments the function does not return a value. When called with 6–8 arguments it returns `boolean, string`. + +--- + +### `MP.TriggerClientEvent(playerID, eventName, data) -> boolean, string` + +Sends an event to a specific client or everyone. + +**Parameters:** +- `playerID` (number) - The player's ID, or `-1` for everyone. +- `eventName` (string) - The event name. +- `data` (string) - The data to send. + +**Returns:** +- (boolean) - `true` if sent successfully. Always `true` for `-1`. +- (string) - Error message if failed. + +--- + +### `MP.TriggerClientEventJson(playerID, eventName, data) -> boolean, string` + +Same as `TriggerClientEvent` but accepts a Lua table and automatically encodes it to JSON. + +**Parameters:** +- `playerID` (number) - The player's ID, or `-1` for everyone. +- `eventName` (string) - The event name. +- `data` (table) - Lua table to be JSON-encoded and sent. + +**Returns:** +- (boolean) - `true` on success. +- (string) - Error message if failed. + +--- + +## MP — Events + +### `MP.RegisterEvent(eventName, functionName)` + +Registers a function as a handler for an event. + +**Parameters:** +- `eventName` (string) - The event name. +- `functionName` (string) - The name of the Lua function to register. + +**Note:** +If the event does not exist it is created. Multiple handlers can be registered for the same event. + +**Usage:** +```lua +function ChatHandler(player_id, player_name, msg) + if msg == "hello" then + print("Hello World!") + return 0 + end +end + +MP.RegisterEvent("onChatMessage", "ChatHandler") +``` + +--- + +### `MP.TriggerLocalEvent(eventName, ...) -> table` + +Triggers an event in the current state only. Synchronous. + +**Parameters:** +- `eventName` (string) - The event name. +- `...` (any, optional) - Arguments passed to handlers. + +**Returns:** +- (table) - Table of return values from all handlers. + +**Usage:** +```lua +local Results = MP.TriggerLocalEvent("MyEvent") +print(Results) +``` + +--- + +### `MP.TriggerGlobalEvent(eventName, ...) -> table` + +Triggers an event in all states. Asynchronous. Local handlers run synchronously and immediately. + +**Parameters:** +- `eventName` (string) - The event name. +- `...` (any, optional) - Arguments. Supported types: string, number, boolean, table. + +**Returns:** +- (table) - Future-like object with: + - `:IsDone() -> boolean` — Whether all handlers have finished. + - `:GetResults() -> table` — Return values from all handlers. + +**Note:** +Call these methods with `:` not `.`. + +**Usage:** +```lua +local Future = MP.TriggerGlobalEvent("MyEvent") +while not Future:IsDone() do + MP.Sleep(100) +end +local Results = Future:GetResults() +print(Results) +``` + +--- + +### `MP.CreateEventTimer(eventName, intervalMS, strategy?)` + +Creates a timer that repeatedly triggers an event. + +**Parameters:** +- `eventName` (string) - The event to trigger. +- `intervalMS` (number) - Interval between triggers in milliseconds. +- `strategy` (number, optional) - `MP.CallStrategy.BestEffort` (default) or `MP.CallStrategy.Precise`. + +**Note:** +Intervals below 25ms are not recommended and will not be served reliably. + +**Usage:** +```lua +local seconds = 0 + +function CountSeconds() + seconds = seconds + 1 +end + +MP.RegisterEvent("EverySecond", "CountSeconds") +MP.CreateEventTimer("EverySecond", 1000) +``` + +--- + +### `MP.CancelEventTimer(eventName)` + +Cancels an existing event timer. + +**Parameters:** +- `eventName` (string) - The event name. + +**Note:** +The event may fire one more time before being cancelled due to asynchronous behaviour. + +--- + +## MP — Utilities + +### `MP.CreateTimer() -> table` + +Creates a timer object for measuring elapsed time. + +**Returns:** +- (table) - Object with: + - `:GetCurrent() -> float` — Seconds elapsed since last Start. + - `:Start()` — Resets the timer. + +**Usage:** +```lua +local mytimer = MP.CreateTimer() +-- do stuff here that needs to be timed +print(mytimer:GetCurrent()) +``` + +--- + +### `MP.GetOSName() -> string` + +Returns the name of the server's operating system. + +**Returns:** +- (string) - `"Windows"`, `"Linux"`, or `"Other"`. + +--- + +### `MP.GetServerVersion() -> number, number, number` + +Returns the server version. + +**Returns:** +- (number) - major +- (number) - minor +- (number) - patch + +**Usage:** +```lua +local major, minor, patch = MP.GetServerVersion() +print(major, minor, patch) +``` + +--- + +### `MP.Get(configID) -> value` + +Reads a server config setting by ID. + +**Parameters:** +- `configID` (number) - ID from `MP.Settings`. + +**Returns:** +- (value) - The setting's current value. + +--- + +### `MP.Set(configID, value)` + +Temporarily changes a server config setting. The change is not saved to the config file. + +**Parameters:** +- `configID` (number) - ID from `MP.Settings`. +- `value` (any) - New value. Type must match the setting. + +**Usage:** +```lua +MP.Set(MP.Settings.Debug, true) +``` + +--- + +### `MP.Settings` + +Enum of setting IDs for use with `MP.Get` and `MP.Set`. + +```lua +MP.Settings.Debug -- 0 (boolean) +MP.Settings.Private -- 1 (boolean) +MP.Settings.MaxCars -- 2 (number) +MP.Settings.MaxPlayers -- 3 (number) +MP.Settings.Map -- 4 (string) +MP.Settings.Name -- 5 (string) +MP.Settings.Description -- 6 (string) +MP.Settings.InformationPacket -- 7 (boolean) +``` + +--- + +### `MP.CallStrategy` + +Enum for use with `MP.CreateEventTimer`. + +```lua +MP.CallStrategy.BestEffort -- Skip trigger if previous handler hasn't finished (default) +MP.CallStrategy.Precise -- Always trigger, even if it causes the queue to build up +``` + +--- + +### `MP.Sleep(ms)` + +Halts the entire current Lua state for a number of milliseconds. + +**Parameters:** +- `ms` (number) - Time to sleep in milliseconds. + +**Note:** +Nothing will execute in the state while sleeping. **Do not sleep for more than 500ms** if event handlers are registered — a sleeping state can slow the entire server down significantly. + +**Usage:** +```lua +local Future = MP.TriggerGlobalEvent("MyEvent") +while not Future:IsDone() do + MP.Sleep(100) +end +``` + +--- + +### `MP.GetStateMemoryUsage() -> number` + +Returns the memory usage of the current Lua state. + +**Returns:** +- (number) - Memory in bytes. + +--- + +### `MP.GetLuaMemoryUsage() -> number` + +Returns the total memory usage of all Lua states combined. + +**Returns:** +- (number) - Memory in bytes. + +--- + +## Util — Logging + +### `Util.LogInfo(...)`, `Util.LogWarn(...)`, `Util.LogError(...)`, `Util.LogDebug(...)` + +Prints to the server log at the corresponding level. + +**Parameters:** +- `...` (any) - Values of any type. + +**Note:** +`Util.LogDebug` is only shown when `MP.Settings.Debug` is enabled. + +**Usage:** +```lua +Util.LogInfo("Hello, World!") +Util.LogWarn("Cool warning") +Util.LogError("Oh no!") +Util.LogDebug("hi") +``` + +--- + +## Util — JSON + +### `Util.JsonEncode(table) -> string` + +Encodes a Lua table into a JSON string. + +**Parameters:** +- `table` (table) - The table to encode. + +**Returns:** +- (string) - Minified JSON string. + +**Note:** +Automatically detects array vs object based on key types. Functions, userdata and unsupported types are ignored. + +**Usage:** +```lua +local player = { + name = "Lion", + age = 69, + skills = { "skill A", "skill B" } +} +local json = Util.JsonEncode(player) +-- '{"name":"Lion","age":69,"skills":["skill A","skill B"]}' +``` + +--- + +### `Util.JsonDecode(json) -> table` + +Decodes a JSON string into a Lua table. + +**Parameters:** +- `json` (string) - A valid JSON string. + +**Returns:** +- (table) - The decoded table. +- (nil) - If the JSON is invalid. + +**Usage:** +```lua +local json = "{\"message\":\"OK\",\"code\":200}" +local tbl = Util.JsonDecode(json) +-- { message = "OK", code = 200 } +``` + +--- + +### `Util.JsonPrettify(json) -> string` + +Adds indentation and newlines to a JSON string for human readability (indent of 4). + +**Parameters:** +- `json` (string) - A valid JSON string. + +**Returns:** +- (string) - Pretty-printed JSON. + +**Usage:** +```lua +local myjson = Util.JsonEncode({ name="Lion", age = 69, skills = { "skill A", "skill B" } }) +print(Util.JsonPrettify(myjson)) +``` + +--- + +### `Util.JsonMinify(json) -> string` + +Removes unnecessary whitespace and newlines from a JSON string. + +**Parameters:** +- `json` (string) - A valid JSON string. + +**Returns:** +- (string) - Minified JSON. + +**Usage:** +```lua +local pretty = Util.JsonPrettify(Util.JsonEncode({ name="Lion", age = 69 })) +print(Util.JsonMinify(pretty)) +``` + +--- + +### `Util.JsonFlatten(json) -> string` + +Flattens a nested JSON into `/a/b/c`-style keys per RFC 6901. + +**Parameters:** +- `json` (string) - A valid JSON string. + +**Returns:** +- (string) - Flattened JSON. + +**Usage:** +```lua +local json = Util.JsonEncode({ name="Lion", skills = { "skill A", "skill B" } }) +print(Util.JsonFlatten(json)) +-- '{"/name":"Lion","/skills/0":"skill A","/skills/1":"skill B"}' +``` + +--- + +### `Util.JsonUnflatten(json) -> string` + +Restores a flattened JSON back to its nested structure. + +**Parameters:** +- `json` (string) - A flattened JSON string. + +**Returns:** +- (string) - Nested JSON. + +--- + +### `Util.JsonDiff(a, b) -> string` + +Computes a diff between two JSON strings per RFC 6902. + +**Parameters:** +- `a` (string) - First JSON string. +- `b` (string) - Second JSON string. + +**Returns:** +- (string) - JSON Patch representing the differences. + +--- + +## Util — Random + +### `Util.Random() -> float` + +Returns a random float between 0 and 1. + +**Returns:** +- (float) + +**Usage:** +```lua +local rand = Util.Random() +print("rand: " .. rand) +-- rand: 0.135477 +``` + +--- + +### `Util.RandomRange(min, max) -> float` + +Returns a random float within a given range. + +**Parameters:** +- `min` (number) - Lower bound. +- `max` (number) - Upper bound. + +**Returns:** +- (float) + +**Usage:** +```lua +local randFloat = Util.RandomRange(1, 1000) +print("randFloat: " .. randFloat) +-- randFloat: 420.6969 +``` + +--- + +### `Util.RandomIntRange(min, max) -> number` + +Returns a random integer within a given range. + +**Parameters:** +- `min` (number) - Lower bound. +- `max` (number) - Upper bound. + +**Returns:** +- (number) - Integer. + +**Usage:** +```lua +local randInt = Util.RandomIntRange(1, 100) +print("randInt: " .. randInt) +-- randInt: 69 +``` + +--- + +## Util — Profiling + +### `Util.DebugStartProfile(name)` + +Starts a named execution time measurement. + +**Parameters:** +- `name` (string) - Identifier for this measurement. + +--- + +### `Util.DebugStopProfile(name)` + +Stops a named measurement. Must be called after `DebugStartProfile` with the same name. + +**Parameters:** +- `name` (string) - Identifier for this measurement. + +--- + +### `Util.DebugExecutionTime() -> table` + +Returns execution time statistics for every handler that has run. + +**Returns:** +- (table) - Per handler: `mean`, `stdev`, `min`, `max`, `n` (all in ms). + +**Usage:** +```lua +function printDebugExecutionTime() + local stats = Util.DebugExecutionTime() + local pretty = "DebugExecutionTime:\n" + local longest = 0 + for name, t in pairs(stats) do + if #name > longest then + longest = #name + end + end + for name, t in pairs(stats) do + pretty = pretty .. string.format("%" .. longest + 1 .. "s: %12f +/- %12f (min: %12f, max: %12f) (called %d time(s))\n", name, t.mean, t.stdev, t.min, t.max, t.n) + end + print(pretty) +end +``` + +--- + +## Http + +### `Http.CreateConnection(host, port) -> table` + +Creates an HTTP connection to an external server. + +**Parameters:** +- `host` (string) - Server address. +- `port` (number) - Port number. + +**Returns:** +- (table) - Connection object with method `:Get(path, headers)`. + +--- + +### `connection:Get(path, headers)` + +Sends an HTTP GET request. + +**Parameters:** +- `path` (string) - The request path. +- `headers` (table) - Headers as `{[string] = string}`. + +--- + +## FS — Checks + +### `FS.Exists(path) -> boolean` + +Returns whether a path exists. + +**Parameters:** +- `path` (string) - The path to check. + +**Returns:** +- (boolean) - `true` if exists. + +--- + +### `FS.IsDirectory(path) -> boolean` + +Returns whether a path is a directory. + +**Parameters:** +- `path` (string) - The path to check. + +**Returns:** +- (boolean) - `true` if directory. + +**Note:** +`false` does not imply the path is a file. Use `FS.IsFile` to check separately. + +--- + +### `FS.IsFile(path) -> boolean` + +Returns whether a path is a regular file. + +**Parameters:** +- `path` (string) - The path to check. + +**Returns:** +- (boolean) - `true` if regular file. + +**Note:** +`false` does not imply the path is a directory. + +--- + +## FS — Operations + +### `FS.CreateDirectory(path) -> boolean, string` + +Creates a directory including any missing parent directories (like `mkdir -p`). + +**Parameters:** +- `path` (string) - Path of the directory to create. + +**Returns:** +- (boolean) - `true` on success. +- (string) - Error message on failure, or `""` on success. + +**Usage:** +```lua +local success, error_message = FS.CreateDirectory("data/mystuff/somefolder") + +if not success then + print("failed to create directory: " .. error_message) +end +``` + +--- + +### `FS.Remove(path) -> boolean, string` + +Removes a file or empty directory. + +**Parameters:** +- `path` (string) - The path to remove. + +**Returns:** +- (boolean) - `true` on success. +- (string) - Error message on failure. + +--- + +### `FS.Rename(path, newPath) -> boolean, string` + +Renames or moves a file or directory. + +**Parameters:** +- `path` (string) - Current path. +- `newPath` (string) - New path. + +**Returns:** +- (boolean) - `true` on success. +- (string) - Error message on failure. + +--- + +### `FS.Copy(path, newPath) -> boolean, string` + +Copies a file or directory (recursive). + +**Parameters:** +- `path` (string) - Source path. +- `newPath` (string) - Destination path. + +**Returns:** +- (boolean) - `true` on success. +- (string) - Error message on failure. + +--- + +### `FS.ListFiles(path) -> table` + +Returns a list of file names in a directory (not recursive). + +**Parameters:** +- `path` (string) - Directory path. + +**Returns:** +- (table) - Array of file names. +- (nil) - If the path does not exist. + +**Usage:** +```lua +print(FS.ListFiles("Resources/Server/examplePlugin")) +-- { 1: "example.json", 2: "example.lua" } +``` + +--- + +### `FS.ListDirectories(path) -> table` + +Returns a list of directory names inside a directory (not recursive). + +**Parameters:** +- `path` (string) - Directory path. + +**Returns:** +- (table) - Array of directory names. +- (nil) - If the path does not exist. + +**Usage:** +```lua +print(FS.ListDirectories("Resources")) +-- { 1: "Client", 2: "Server" } +``` + +--- + +## FS — Paths + +### `FS.GetFilename(path) -> string` + +Returns the filename with extension from a path. + +**Parameters:** +- `path` (string) - A path string. + +**Returns:** +- (string) - The filename. + +**Usage:** +```lua +"my/path/a.txt" -> "a.txt" +"somefile.txt" -> "somefile.txt" +"/awesome/path" -> "path" +``` + +--- + +### `FS.GetExtension(path) -> string` + +Returns the file extension including the dot. + +**Parameters:** +- `path` (string) - A path string. + +**Returns:** +- (string) - The extension (e.g. `".json"`), or `""` if none. + +**Usage:** +```lua +"myfile.txt" -> ".txt" +"somefile." -> "." +"/awesome/path" -> "" +"/awesome/path/file.zip.txt" -> ".txt" +``` + +--- + +### `FS.GetParentFolder(path) -> string` + +Returns the path of the containing directory. + +**Parameters:** +- `path` (string) - A path string. + +**Returns:** +- (string) - Parent folder path. + +**Usage:** +```lua +"/var/tmp/example.txt" -> "/var/tmp" +"/" -> "/" +"mydir/a/b/c.txt" -> "mydir/a/b" +``` + +--- + +### `FS.ConcatPaths(...) -> string` + +Joins path segments together using the system's preferred separator, resolving `..` where present. + +**Parameters:** +- `...` (string) - Path segments. + +**Returns:** +- (string) - Joined path. + +**Usage:** +```lua +FS.ConcatPaths("a", "b", "/c/d/e/", "/f/", "g", "h.txt") +-- "a/b/c/d/e/f/g/h.txt" +``` + +--- + +## Events + +### Player connection order + +``` +onPlayerAuth → onPlayerConnecting → onPlayerJoining → onPlayerJoin +``` + +--- + +### `onInit` + +Triggered right after all plugin files have been loaded. + +**Arguments:** none +**Cancellable:** no + +--- + +### `onConsoleInput` + +Triggered when the server console receives input. + +**Arguments:** +- `input` (string) - The text that was entered. + +**Cancellable:** no + +**Usage:** +```lua +function handleConsoleInput(cmd) + local delim = cmd:find(' ') + if delim then + local message = cmd:sub(delim+1) + if cmd:sub(1, delim-1) == "print" then + return message + end + end +end + +MP.RegisterEvent("onConsoleInput", "handleConsoleInput") +``` + +--- + +### `onShutdown` + +Triggered when the server shuts down, after all players have been kicked. + +**Arguments:** none +**Cancellable:** no + +--- + +### `onPlayerAuth` + +Triggered when a player attempts to connect, before any other connection events. + +**Arguments:** +- `name` (string) - Player name. +- `role` (string) - Player role from the backend. +- `isGuest` (boolean) - Whether the player is a guest. +- `identifiers` (table) - Identifiers: `ip`, `beammp`, `discord`. + +**Cancellable:** yes +- Return `1` — deny with a generic message. +- Return `string` — deny with the string as the reason. +- Return `2` — allow entry even if the server is full. + +**Usage:** +```lua +function myPlayerAuthorizer(name, role, is_guest, identifiers) + return "Sorry, you cannot join at this time." +end + +MP.RegisterEvent("onPlayerAuth", "myPlayerAuthorizer") +``` + +--- + +### `postPlayerAuth` + +Triggered after `onPlayerAuth`, regardless of whether the player was accepted or rejected. + +**Arguments:** +- `wasRejected` (boolean) - Whether the player was rejected. +- `reason` (string) - Rejection reason if rejected. +- `name` (string) - Player name. +- `role` (string) - Player role. +- `isGuest` (boolean) - Whether guest. +- `identifiers` (table) - Identifiers. + +**Cancellable:** no + +--- + +### `onPlayerConnecting` + +Triggered when a player starts connecting, after `onPlayerAuth`. + +**Arguments:** +- `playerID` (number) + +**Cancellable:** no + +--- + +### `onPlayerJoining` + +Triggered after the player has finished downloading all mods. + +**Arguments:** +- `playerID` (number) + +**Cancellable:** no + +--- + +### `onPlayerJoin` + +Triggered after the player has finished syncing and entered the game. + +**Arguments:** +- `playerID` (number) + +**Cancellable:** no + +--- + +### `onPlayerDisconnect` + +Triggered when a player disconnects. + +**Arguments:** +- `playerID` (number) + +**Cancellable:** no + +--- + +### `onChatMessage` + +Triggered when a player sends a chat message. + +**Arguments:** +- `playerID` (number) +- `playerName` (string) +- `message` (string) + +**Cancellable:** yes — returning `1` prevents the message from being shown to anyone. + +**Usage:** +```lua +function MyChatMessageHandler(sender_id, sender_name, message) + if message == "darn" then + return 1 + else + return 0 + end +end + +MP.RegisterEvent("onChatMessage", "MyChatMessageHandler") +``` + +--- + +### `postChatMessage` + +Triggered after `onChatMessage`. + +**Arguments:** +- `wasSent` (boolean) - Whether the message was sent. +- `playerID` (number) +- `playerName` (string) +- `message` (string) + +**Cancellable:** no + +--- + +### `onVehicleSpawn` + +Triggered when a player spawns a new vehicle. + +**Arguments:** +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) - JSON string with vehicle configuration and positional data. + +**Cancellable:** yes — returning a value other than `0` prevents the spawn. + +--- + +### `postVehicleSpawn` + +Triggered after `onVehicleSpawn`. + +**Arguments:** +- `wasSpawned` (boolean) - Whether the vehicle was actually spawned. +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) + +**Cancellable:** no + +--- + +### `onVehicleEdited` + +Triggered when a player edits an existing vehicle. + +**Arguments:** +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) - JSON string of the new configuration (does not include positional data). + +**Cancellable:** yes — returning a value other than `0` cancels the edit. + +--- + +### `postVehicleEdited` + +Triggered after `onVehicleEdited`. + +**Arguments:** +- `wasAllowed` (boolean) - Whether the edit was allowed. +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) + +**Cancellable:** no + +--- + +### `onVehicleDeleted` + +Triggered when a vehicle is deleted. + +**Arguments:** +- `playerID` (number) +- `vehicleID` (number) + +**Cancellable:** no + +--- + +### `onVehicleReset` + +Triggered when a player resets a vehicle. + +**Arguments:** +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) - JSON string of the new position and rotation (does not include configuration). + +**Cancellable:** no + +--- + +### `onVehiclePaintChanged` + +Triggered when a vehicle's paint is changed. + +**Arguments:** +- `playerID` (number) +- `vehicleID` (number) +- `data` (string) - JSON string with the new paint data. + +**Cancellable:** no + +--- + +### `onFileChanged` + +Triggered when a file in the plugin directory changes. + +**Arguments:** +- `path` (string) - Path of the changed file, relative to the server root. + +**Cancellable:** no + +**Note:** +Files added after the server has started are not tracked. diff --git a/docs/en/FAQ/How-to-deactivate-mods.md b/docs/en/FAQ/Clearing-mods.md similarity index 63% rename from docs/en/FAQ/How-to-deactivate-mods.md rename to docs/en/FAQ/Clearing-mods.md index fbfffd51..78828314 100644 --- a/docs/en/FAQ/How-to-deactivate-mods.md +++ b/docs/en/FAQ/Clearing-mods.md @@ -1,41 +1,41 @@ -## Why do I need to deactivate my mods? +## Why do I have to deactivate/remove my mods? In BeamMP, the Server you decide to connect to, provides the necessary mods. These get downloaded and activated automatically upon connecting. Having local mods installed and active often leads to BeamMP not functioning properly, even if you have just one additional mod besides BeamMP. -!!! warning - Remove any mods you have placed in the BeamNG.Drive\content\ or sub-folders. That location is NOT meant for the installing mods and can lead to issues as stated in the `DO_NOT_INSTALL_MODS_HERE.txt` file, located in the same directory. - - !!! quote "DO_NOT_INSTALL_MODS_HERE.txt" - - Do NOT copy mods into this folder: it can lead to broken mods, slower installation of updates, a broken mod manager, broken Safe Mode and others. - - -## How do I deactivate/remove my mods? - -There are 3 options to resolve possible issues when using BeamMP. +There are 3 options to resolve possible issues caused by mods with using BeamMP. ### 1. Deactivate mods Before joining any server, make sure you have no mods besides 'multiplayerbeammp' enabled. -If the game freezes or you still have issues, refer to the next option +If this method does not work, for example the game freezes / shows a blackscreen, or you still have issues, refer to the next option. ### 2. Creating a new Userfolder -Open the BeamNG.Drive userfolder and rename the `current` folder to for example `current_old`. Close BeamNG.drive before renaming it. +Open the BeamNG.Drive userfolder and rename the `current` folder to for example `current_old`. Close BeamNG.drive before renaming the folder. +The result should be a clean new userfolder. ![image](../../assets/content/new-userfolder.png) -### 3. Removing mods from the content folders. -To access the Beamng.drive\content\ folder and clean the folder of any mods, open the installation location of BeamNG.drive. -Right click the `content` folder and delete it. Proceed to verify the game files via Steam or Epic Games. This is going to download the files again. +??? question "My settings and configs are gone! How can I restore them?" + + If you have renamed the userfolder, you forced the game to create a new, clean userfolder. You may copy the 'settings' and 'vehicles' folder from the folder you renamed (e.g. `current_old`) to the new folder it created. + Make sure BeamNG.Drive is closed and replace all elements in the location you want to copy the folders to. You should now have all configs and settings as they were before. + + !!! warning "Be careful when moving back files/folders to the new userfolder. + + If you resolved any issues by renaming the userfolder, moving back the old files may cause any issues you had to possibly re-occur. After you are done, start BeamNG.Drive via the BeamMP-Launcher and you should have 'multiplayerbeammp' as your only enabled mod available in the repository as well as the button on the Main Menu to enter BeamMP. If you still have issues joining modded server, they likely provide broken/outdated mods. -### 4. Cleaning up the BeamMP-Launcher cache +### 3. Cleaning up the BeamMP-Launcher cache. To clean up cached mods from the BeamMP directories, go to the installation location of your BeamMP-Launcher. By default, the path would be 'C:\Users\AppData\BeamMP-Launcher\'. In there, you will find a 'Resources' folder. Delete the folder to delete all cached mods. This can be helpful if you need more space on your disk or want to clean out oudated BeamNG mods. -!!! question "My settings and configs are gone! How can I restore them?" +### 4. Removing mods from the content folders. +If you have placed mods in the content folder, you should remove them. +To access the Beamng.drive\content\ folder and clean the folder of any mods, open the installation location of BeamNG.drive. +Right click the `content` folder and delete it. Proceed to verify the game files via Steam or Epic Games. This is going to download the base files again. - If you renamed the userfolder, you forced the game to create a new, clean userfolder. You may copy the 'settings' and 'vehicles' folder from the folder you renamed (e.g. `current_old`) to the new folder it created. - Make sure BeamNG.Drive is closed and replace all elements in the location you want to copy the folders to. You should now have all configs and settings as they were before. + ??? quote "DO_NOT_INSTALL_MODS_HERE.txt" + + Do NOT copy mods into this folder: it can lead to broken mods, slower installation of updates, a broken mod manager, broken Safe Mode and others. diff --git a/docs/en/FAQ/Defender-exclusions.md b/docs/en/FAQ/Defender-exclusions.md index ba65dc49..aebde919 100644 --- a/docs/en/FAQ/Defender-exclusions.md +++ b/docs/en/FAQ/Defender-exclusions.md @@ -12,25 +12,37 @@ We take no responsibility for any content on any externally linked services or websites. -## 1. Firewall exclusion for the BeamMP-Launcher. +## 1. Defender Firewall exclusion for the BeamMP-Launcher. 1. Open the `Windows Defender Firewall with advanced setting`. 2. In the Window, click `Inbound` to open the inbound exclusions tab. 3. Click `Create new rule` in the top right to create a new exclusion. 4. Select `Program` to create a program specific exclusion. -5. Enter the full qualified path towards the `BeamMP-Launcher.exe`. By default, this would be `%appdata%\BeamMP-Launcher\BeamMP-Launcher.exe` without quotes. +5. Enter the full qualified path towards the `BeamMP-Launcher.exe`. The default would be `%appdata%\BeamMP-Launcher\BeamMP-Launcher.exe` (without quotes). 6. Make sure to allow the connection 7. Give the exclusion a name (e.g. "BeamMP-Launcher") and save it. -8. Restart your PC. +9. Restart your PC. -## 2. Antivirus exclsuion for the BeamMP-Launcher. +## 1.1 Defender Firewwall exclusion for the BeamMP-Server. + +1. Open the `Windows Defender Firewall with advanced setting`. +2. In the Window, click `Inbound` to open the inbound exclusions tab. +3. Click `Create new rule` in the top right to create a new exclusion. +4. Select `Port` to create a program specific exclusion. +5. Enter the same port as in the ServerConfig.toml. +6. Enter the full qualified path towards the `BeamMP-Server.exe`. The file is located whereever you placed it after downloading it. +7. Make sure to allow the connection +8. Give the exclusion a name (e.g. "BeamMP-Server") and save it. +9. Restart your PC. + +## 2. Defender Antivirus exclsuion for the BeamMP-Launcher/Server. 1. Open the `Windows Security` app. 2. Click the first item `virus and threat protection`. 3. Click `Manage settings` beneath "Virus & threat protection settings". 4. Scroll down to navigate to the `Exclusions` tab. 5. There, click 'Add an exclusion' and select `process`. -6. Enter `BeamMP-Launcher.exe` into the field and save it. +6. Enter `BeamMP-Launcher.exe` or `BeamMP-Server.exe`into the field and save it. 7. Restart your PC. ## Still facing issues? diff --git a/docs/en/FAQ/game-faq.md b/docs/en/FAQ/game-faq.md index c46cfcea..bc2a25bc 100644 --- a/docs/en/FAQ/game-faq.md +++ b/docs/en/FAQ/game-faq.md @@ -10,10 +10,11 @@ List of commonly asked questions. There is a full guide on how to install BeamMP on Windows, you can find it [here](https://docs.beammp.com/game/getting-started/). --- -### **Does BeamMP work on a cracked version of BeamNG?** +### **Does BeamMP work with pirated / modified versions of BeamNG?** BeamMP will not work with pirated or outdated versions of BeamNG.drive. -The BeamMP support team does not offer support for issues with pirated / outdated copies. +Modifications such as, but not limited to, 3rd party mods, may interfere with BeamMP. (See [How to clear mods](https://github.com/Protogen187/Docs/blob/main/docs/en/FAQ/Clearing-mods.md)) +The BeamMP support team is unable to provide support for issues related to: pirated, outdated or otherwise modified versions of BeamNG.drive. --- ### **Does BeamMP work on linux?** @@ -23,7 +24,7 @@ The Client is not officially supported on Linux. However, you can follow our [gu --- ### **Why is the launcher flagged by my antivirus or by Windows Defender** -Some antivirus programs may flag BeamMP as a threat, due to it interacting with the network and other stuff. There are **no viruses** in any of the code. The code for the launcher, server, and lua client can be found on our [GitHub](https://github.com/BeamMP). +Some antivirus programs may flag BeamMP as a threat, due to it interacting with the network and other factors. There are **no viruses** in any of the code. The code for the launcher, server, and lua client can be found on our [GitHub](https://github.com/BeamMP). --- ### **I have poor gameplay performance, what should I do?** diff --git a/docs/en/beamng/cef-snippets.md b/docs/en/beamng/cef-snippets.md new file mode 100644 index 00000000..680d0713 --- /dev/null +++ b/docs/en/beamng/cef-snippets.md @@ -0,0 +1,11 @@ +!!! warning "This site is under construction!" + + This site is being actively worked on. + + Feel you could help? Please do by clicking on the page with a pencil on the right! + + This can be done any page too. + +# BeamNG.drive CEF Code Snippets + +to-do diff --git a/docs/en/beamng/css-snippets.md b/docs/en/beamng/css-snippets.md new file mode 100644 index 00000000..a941961c --- /dev/null +++ b/docs/en/beamng/css-snippets.md @@ -0,0 +1,275 @@ +!!! warning "This site is under construction!" + + This site is being actively worked on. + + Feel you could help? Please do by clicking on the page with a pencil on the right! + + This can be done any page too. + +# BeamNG.drive CSS Code Snippets + +## Common variables + +=== "BeamNG CEF Orange" + + ```css + var(--bng-orange) /*Common orange*/ + var(--bng-orange-shade1) /*70% opacity*/ + var(--bng-orange-shade2) /*40% opacity*/ + var(--bng-orange-shade1opaque) + var(--bng-orange-shade2opaque) + ``` + +=== "Monochrome" + + ```css + --- Monochrome + var(--bng-black-8) /*80% opacity (duplicate --bng-black-o8)*/ + var(--bng-black-6) /*60% opacity (duplicate --bng-black-o6)*/ + var(--bng-black-4) /*40% opacity (duplicate --bng-black-o4)*/ + var(--bng-black-2) /*20% opacity (duplicate --bng-black-o2)*/ + + var(--dark-neutral-grey) + var(--neutral-grey) + var(--light-neutral-grey) + var(--dark-grey) + var(--dark-grey-alpha) /*80% opacity*/ + + var(--black-1) /*70% opacity*/ + var(--black-2) /*40% opacity (duplicate --bng-black-o4)*/ + + var(--white-1) /*80% opacity*/ + var(--white-2) /*40% opacity*/ + var(--white-3) /*20% opacity*/ + ``` + +=== "BeamNG Vue UI Color Palette" + + All of these support adding `-rgb` to the end of the variable name to convert them to raw red, green, blue values. Use -rgb like so: `rgba(var(--bng-orange-500-rgb), 0.5)` for 50% opacity bng-orange-500. + + === "Add Red" + + ```css + var(--bng-add-red-50) + var(--bng-add-red-100) + var(--bng-add-red-200) + var(--bng-add-red-300) + var(--bng-add-red-400) + var(--bng-add-red-500) + var(--bng-add-red-550) + var(--bng-add-red-600) + var(--bng-add-red-650) + var(--bng-add-red-700) + var(--bng-add-red-750) + var(--bng-add-red-800) + var(--bng-add-red-850) + var(--bng-add-red-900) + ``` + + === "Orange" + + ```css + var(--bng-orange-50) + var(--bng-orange-100) + var(--bng-orange-200) + var(--bng-orange-300) + var(--bng-orange-400) + var(--bng-orange-500) + var(--bng-orange-550) + var(--bng-orange-600) + var(--bng-orange-650) + var(--bng-orange-700) + var(--bng-orange-750) + var(--bng-orange-800) + var(--bng-orange-850) + var(--bng-orange-900) + ``` + + === "Ter Peach" + + ```css + var(--bng-ter-peach-50) + var(--bng-ter-peach-100) + var(--bng-ter-peach-200) + var(--bng-ter-peach-300) + var(--bng-ter-peach-400) + var(--bng-ter-peach-500) + var(--bng-ter-peach-550) + var(--bng-ter-peach-600) + var(--bng-ter-peach-650) + var(--bng-ter-peach-700) + var(--bng-ter-peach-750) + var(--bng-ter-peach-800) + var(--bng-ter-peach-850) + var(--bng-ter-peach-900) + ``` + + === "Ter Yellow" + + ```css + var(--bng-ter-yellow-50) + var(--bng-ter-yellow-100) + var(--bng-ter-yellow-200) + var(--bng-ter-yellow-300) + var(--bng-ter-yellow-400) + var(--bng-ter-yellow-500) + var(--bng-ter-yellow-550) + var(--bng-ter-yellow-600) + var(--bng-ter-yellow-650) + var(--bng-ter-yellow-700) + var(--bng-ter-yellow-750) + var(--bng-ter-yellow-800) + var(--bng-ter-yellow-850) + var(--bng-ter-yellow-900) + ``` + + === "Add Green" + + ```css + var(--bng-add-green-50) + var(--bng-add-green-100) + var(--bng-add-green-200) + var(--bng-add-green-300) + var(--bng-add-green-400) + var(--bng-add-green-500) + var(--bng-add-green-600) + var(--bng-add-green-700) + var(--bng-add-green-800) + var(--bng-add-green-900) + ``` + + === "Baby Blue" + + ```css + var(--bng-add-babyblue-50) + var(--bng-add-babyblue-100) + var(--bng-add-babyblue-200) + var(--bng-add-babyblue-300) + var(--bng-add-babyblue-400) + var(--bng-add-babyblue-500) + var(--bng-add-babyblue-550) + var(--bng-add-babyblue-600) + var(--bng-add-babyblue-650) + var(--bng-add-babyblue-700) + var(--bng-add-babyblue-750) + var(--bng-add-babyblue-800) + var(--bng-add-babyblue-850) + var(--bng-add-babyblue-900) + ``` + + === "Add Blue" + + ```css + var(--bng-add-blue-50) + var(--bng-add-blue-100) + var(--bng-add-blue-200) + var(--bng-add-blue-300) + var(--bng-add-blue-400) + var(--bng-add-blue-500) + var(--bng-add-blue-600) + var(--bng-add-blue-700) + var(--bng-add-blue-800) + var(--bng-add-blue-900) + ``` + + === "Indigo Blue" + + ```css + var(--bng-add-indigoblue-50) + var(--bng-add-indigoblue-100) + var(--bng-add-indigoblue-200) + var(--bng-add-indigoblue-300) + var(--bng-add-indigoblue-400) + var(--bng-add-indigoblue-500) + var(--bng-add-indigoblue-550) + var(--bng-add-indigoblue-600) + var(--bng-add-indigoblue-650) + var(--bng-add-indigoblue-700) + var(--bng-add-indigoblue-750) + var(--bng-add-indigoblue-800) + var(--bng-add-indigoblue-850) + var(--bng-add-indigoblue-900) + ``` + + === "Add Magenta" + + ```css + var(--bng-add-magenta-50) + var(--bng-add-magenta-100) + var(--bng-add-magenta-200) + var(--bng-add-magenta-300) + var(--bng-add-magenta-400) + var(--bng-add-magenta-500) + var(--bng-add-magenta-550) + var(--bng-add-magenta-600) + var(--bng-add-magenta-650) + var(--bng-add-magenta-700) + var(--bng-add-magenta-750) + var(--bng-add-magenta-800) + var(--bng-add-magenta-850) + var(--bng-add-magenta-900) + ``` + + === "Ter Blue Gray" + + ```css + var(--bng-ter-blue-gray-50) + var(--bng-ter-blue-gray-100) + var(--bng-ter-blue-gray-200) + var(--bng-ter-blue-gray-300) + var(--bng-ter-blue-gray-400) + var(--bng-ter-blue-gray-500) + var(--bng-ter-blue-gray-550) + var(--bng-ter-blue-gray-600) + var(--bng-ter-blue-gray-650) + var(--bng-ter-blue-gray-700) + var(--bng-ter-blue-gray-750) + var(--bng-ter-blue-gray-800) + var(--bng-ter-blue-gray-850) + var(--bng-ter-blue-gray-900) + ``` + + === "Cool Gray" + + ```css + var(--bng-cool-gray-50) + var(--bng-cool-gray-100) + var(--bng-cool-gray-200) + var(--bng-cool-gray-300) + var(--bng-cool-gray-400) + var(--bng-cool-gray-500) + var(--bng-cool-gray-550) + var(--bng-cool-gray-600) + var(--bng-cool-gray-650) + var(--bng-cool-gray-700) + var(--bng-cool-gray-750) + var(--bng-cool-gray-800) + var(--bng-cool-gray-850) + var(--bng-cool-gray-900) + ``` + + === "Other" + + ```css + var(--bng-off-black) /*Used in Vue for buttons and some headers*/ + var(--bng-off-white) /*Used in Vue for interactable elements*/ + var(--bng-off-white-brighter) /*Used in Vue for headers*/ + ``` + +=== "Extra color presets" + + ```css + var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/ + var(--bng-black-o8) /*80% opacity*/ + var(--bng-black-o6) /*60% opacity*/ + var(--bng-black-o4) /*40% opacity*/ + var(--bng-black-o2) /*20% opacity*/ + ``` + +=== "Corner rounding presets" + + ```css + var(--bng-corners-1) /*0.25rem*/ + var(--bng-corners-2) /*0.50rem*/ + var(--bng-corners-3) /*1.00rem*/ + ``` diff --git a/docs/en/beamng/dev/modding/imgui-window-tutorial.md b/docs/en/beamng/dev/modding/imgui-window-tutorial.md new file mode 100644 index 00000000..6b707491 --- /dev/null +++ b/docs/en/beamng/dev/modding/imgui-window-tutorial.md @@ -0,0 +1,88 @@ +!!! warning "This site is under construction!" + + This site is being actively worked on. + + Feel you could help? Please do by clicking on the page with a pencil on the right! + + This can be done any page too. + # Creating an ImGui Window + +This page covers how to create a basic ImGui window. + +## Setup + +Before using ImGui, some setup is required: + +```lua +local im = ui_imgui -- shortcut to prevent lookups all the time. should help with optimization +local imguiExampleWindowOpen = im.BoolPtr(true) +``` + +`imguiExampleWindowOpen` will be used to determine when this example window should be rendered. + +## Window Rendering + +ImGui windows and their contents must be recreated for every frame they should be displayed. This means that some form of onUpdate function is necessary to use ImGui. + +```lua +local function onUpdate() + if worldReadyState == 2 then + if imguiExampleWindowOpen[0] == true then + imguiExample() + end + end +end +M.onUpdate = onUpdate +``` + +This will run a function to create this example's window, so long as the level is fully loaded, and that the example window should be displaying. + +## Window Content + +If you're new to writing ImGui, think of it as a distant cousin of HTML: + +* `im.SetNextWindowSize(im.ImVec2(x, y), im.Cond_FirstUseEver)` defines your viewport size if it hasn't already been defined +* `im.Begin()` and `im.End()` is your `` and `` +* `im.Text()` is your `

` + +```lua +local buttonPresses = 0 + +local function imguiExample() + im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver) -- prepare our window + im.Begin("Hello World, I am a window") -- create a window with the title of "Hello World, I am a window" + im.Indent() -- a... padding element + im.Text("Hello World, I am text.") -- add a line of text, somewhat like a

element + im.SameLine() -- Not really HTML. This appends the following element to the same line as the previous element. + if im.Button("The Hello World Button") then -- Like