RPEmotes is a community driven FiveM emote menu allowing players to express themselves in roleplay with custom animations, countless facial expressions, walkstyles and props, inspired by DullPear.
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Report Issues
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Report Bugs ๐ชฒ
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Contribute Code ๐ ๏ธ
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Contribute Translations ๐
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Chat With Our Amazing Community ๐จ๏ธ
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Albanian ๐ฆ๐ฑ
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Brazilian Portuguese ๐ง๐ท
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Chinese Simplified ๐จ๐ณ
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Chinese Traditional ๐จ๐ณ
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Czech ๐จ๐ฟ
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Danish ๐ฉ๐ฐ
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Dutch ๐ณ๐ฑ
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English ๐ฌ๐ง
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Finnish ๐ซ๐ฎ
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French ๐ซ๐ท
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German ๐ฉ๐ช
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Greek ๐ฌ๐ท
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Hungarian ๐ญ๐บ
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Indonesian ๐ฎ๐ฉ
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Italian ๐ฎ๐น
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Lithuanian ๐ฑ๐น
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Norwegian ๐ณ๐ด
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Persian ๐ฎ๐ท
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Polish ๐ต๐ฑ
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Romanian ๐ท๐ด
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Russian ๐ท๐บ
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Serbian ๐ท๐ธ
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Sinhala ๐ฑ๐ฐ
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Slovenian ๐ธ๐ฎ
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Spanish ๐ช๐ธ
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Swedish ๐ธ๐ช
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Turkish ๐น๐ท
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Vietnamese ๐ป๐ณ
All languages were translated or contributed by you, our amazing community with the odd exception of using Google Translate.
If you happen to find any incorrect translations or would like to add more languages, please feel free to make a pull request with the correct / additional translations or join our discord.
Languages can be selected and / or added in the config.lua.
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Multiple Translations ๐
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Search Function ๐
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Custom Animations with permission from the community ๐
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Persistent Facial Expressions via client KVP ๐คช
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Animal Emotes ๐ฉ
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Shared Dances ๐บ๐
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Persistent Walkstyles via client KVP ๐ถโโ๏ธ - Standalone, QB-Core and ESX support!
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Persistent Disabling Of Idle Camera via KVP ๐ฅ
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Crouching ๐
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Crawling ๐
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Finger Pointing ๐
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Ragdoll ๐ต
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Hands up ๐
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Shared Particle Effects ๐จ
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QB-Core Framework & SQL Keybinding Support โ๏ธ
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Further support for shared and couple poses / animations ๐ซ
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Easily convert Menyoo to RPEmotes ๐
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Hide Adult Emotes ๐
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Hide Animal Emotes โ
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Easy To Understand Configuration File โ๏ธ
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Exit Emotes ๐
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Working Binoculars ๐
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News Camera ๐ค๐น
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Props Extractor for anti-cheat scripts ๐พ
When using our emote menu with other scripts, using the TriggerEvent('animations:client:EmoteCommandStart
won't do anything because the events do not exist. These have simply been replaced with the following exports:
exports["rpemotes"]:EmoteCommandStart(emoteName, textureVariation)
exports["rpemotes"]:EmoteCancel(forceCancel) โ forceCancel is optional
exports["rpemotes"]:CanCancelEmote(state)
exports["rpemotes"]:IsPlayerCrouched()
exports["rpemotes"]:IsPlayerProne()
exports["rpemotes"]:IsPlayerCrawling()
exports["rpemotes"]:IsPlayerPointing()
exports["rpemotes"]:IsPlayerInAnim()
exports["rpemotes"]:toggleWalkstyle(bool, message)
exports["rpemotes"]:toggleBinoculars()
exports["rpemotes"]:toggleNewscam()
-- bool to allow the user to change their walkstyle in the menu or not / message to show the user (optional, default is :"You are unable to change your walking style right now.")"
The keybind uses RegisterKeyMapping. By default the configured keybind in the initial config.lua will be the default key, however once the keybind is set for a user it'll remain and can be changed in the users settings under Esc > settings > keybinds > fivem
.
Menu key:
COMMAND: | ACTION: |
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F4 | Open / Close RPEmotes menu |
Server owners can change this in the config.lua
.
Alternatively, the player base can set their own menu keybind to open RPEmotes
Esc > settings > keybinds > fivem
- More keybinds are now using key mappings which means that they are now available in your FiveM settings to change (
FavKeybind
andRagdollKeybind
)
To use the SQL features, install the latest version of the oxmysql resource and enable the setting in config.lua
SqlKeybinding = false,
If you do not want to use the SQL features keep the oxmysql
region in fxmanifest.lua commented out.
Alternatively, you can use the keybind command that comes with FiveM without having to use SQL, by entering the following into F8:
bind keyboard "Yourbutton" "e youremote"
. To remove the keybind, type "unbind keyboard "Yourbutton"
.
Pressing 'LEFT ALT' on the keyboard allows players to scroll through the menu one by one, or by 10.
Alternatively, players can use the SHARE
button on an Xbox controller or OPTIONS
button on a Playstation controller.
- To enable ragdoll, change
RagdollEnabled = false,
to true in config.lua.
Much like the menu key, RagdollKeybind
is also using RegisterKeyMapping. It is currently set to U
by default (server side) however can be set to the player's preferred keybind in the FiveM keybinds setting found in the settings menu within the Esc Menu.
- New setting:
RagdollAsToggle
, this will make either the ragdoll be a toggle or a hold key
Once enabled, players can press B
on the keyboard to enable standalone finger pointing, and Y
to put their hands up, without the need for unnecessary frameworks or "small resources".
Much like everything else in the menu, server owners can change these keybinds to their own preferences.
COMMAND: | ACTION: |
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B | Toggle Finger Pointing |
Y | Toggle Hands Up |
/pointing | Toggle Finger Pointing |
/handsup | Toggle Hands Up |
Crouching:
RIGHT CONTROL. Players can move forward, back, left and right as well as turning around. Press SPACEBAR to switch from stomach to back. Pressing RIGHT CONTROL key while running will have the player "dive into" a crouching animation.
Crawling:
Server owners can opt in to either overriding the stealth / action animation when pressing the LEFT CONTROL keybind or have players tap LEFT CONTROL twice to switch from stealth to crouch (when enabled in the config.lua file)
COMMAND: | ACTION: |
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LEFT CONTROL | Toggle Crouching On / Off |
RIGHT CONTROL | Toggle Crawling On / Off |
/crouch | Toggle Crouching On / Off |
/crawl | Toggle Crawling On / Off |
Moods and walkstyles can be set from the menu. These will save to your character and reapply when exiting a vehicle, or loading back into the server as they are saved via client side KVP.
COMMAND: | ACTION: |
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F4 | Opens RPEmotes menu |
/walks | See A List Of Walkstyles In Chat |
/moods | See A List Of Walkstyles In Chat |
/reset mood | Remove preferred mood and set default |
/reset walk | Remove last walkstyle and set default |
No Idle Cam allows players to disable the idle camera animation on foot and in vehicle, making RP scenarios, streaming on Twitch, or just general gameplay just a little more enjoyable.
COMMAND: | ACTION: |
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/Idlecamon | deactivates the native |
/idlecamoff | enables the native |
COMMAND: | ACTION: |
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/binoculars | starts the binoculars |
L ALT | Toggle between night, heat and normal visions |
G | Show or hide the instructions |
BACKSPACE | Exit the binoculars |
COMMAND: | ACTION: |
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/newscam | starts the News Camera |
H | Edit Text |
L ALT | Toggle between vision modes |
G | Show or hide the instructions |
BACKSPACE | Exit News Camera |
Players can search for an emote (so long as search is enabled) and press LEFT SHIFT and CAPLOCKS on their keyboard to add it to their 'Favorites'. Pressing CAPLOCKS will toggle the emote.
Alternatively, you can use the ๐ Favorite menu to find an emote and press enter.
Exit Emotes are used to make cancelling an animation more smoother and dynamic, such as getting up off a chair or throwing a cigarette out instead of dropping it.
You can add your own Exit Emotes under AnimationListCustom.lua
's new CustomDP.Exits = {}
array.
Below is an example of how this would look:
},
["sit"] = {
"anim@amb@business@bgen@bgen_no_work@",
"sit_phone_phoneputdown_idle_nowork",
"Sit",
AnimationOptions = {
EmoteLoop = true,
ExitEmote = "getup",
ExitEmoteType = "Exits"
}
},
The ExitEmote calls for the 'getup' emote, which is noted as the following:
["getup"] = {
"get_up@sat_on_floor@to_stand",
"getup_0",
"Get Up",
AnimationOptions = {
EmoteDuration = 2000
}
}
}
Adult Emotes can be hidden from the menu by setting AdultEmotesDisabled
to true
in the config.lua file.
This will completely conceal the emotes from the lists (Emotes, Shared Emotes, etc) at startup making them unusable.
The emotes that are concealed, are the ones flagged in the animation list with AdultAnimation
. You can see how it is done with fspose
.
Alternatively, you can also hide animal emotes.
QBCore integration to match their fork of dpemotes
- Config option which supports the QB Framework in their fork of the original dpemotes.
If youโre using qb-core, you can now set
Framework = "qb-core",
in the config file, otherwise leave it as
Framework = false,
You may need to alter some code within qb-core to work with RPEmotes.
Many people have expressed concerns over anticheat scripts kicking or banning their community members due to the fact RPEmotes uses props and anticheats detecting said props being spawned.
To make server owners' jobs a little easier, we have added a prop extractor command that you can enter into the server console which will automate a file inside the RPEmotes resource folder appropriately named, prop_list.lua
.
emoteextract
Available output formats:
1 - 'prop_name',
2 - "prop_name",
3 - prop_name
Command usage example: emoteextract 1
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Add
ensure rpemotes
to yourserver.cfg
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Download the latest recommended artifacts for Windows or for Linux
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Enforce gamebuild to latest build for all emotes and props to work as intended.
Onesync Infinity is required for the particle effects to work as intended This can be done via txadmin or your localhost .bat file.**
For localhost servers, comment out onesync from your server.cfg and add the following to your .bat
file:
+set onesync on +set onesync_enableInfinity 1 +set onesync_enableBeyond 1 +set onesync_population true
You can put this before your gamebuild enforcement, aka +set sv_enforceGameBuild XXXX
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Set the desired language and settings in the config.lua under
MenuLanguage = 'en',
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Qb-Core server owners, set
Framework = 'qb-core'
in the config file, otherwise leave it as false. -
To use the SQL features, install the oxmysql resource then open
keybinds.lua
in RPEmotes. If you do not want to use the SQL features, comment out theoxmysql
region in fxmanifest.lua.
Alternatively, you can use the keybind command that comes with FiveM without having the SQL, by entering the following into F8:
bind keyboard "Yourbutton" "e youremote"
. To remove the keybind, type "unbind keyboard "Yourbutton"
.
- Type
/refresh
and/start rpemotes
into your chat resource, or simply restart your server
- Check out my youtube playlist below:
Emotes will work with either SyncOffset
or Attachto
.
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If it is with
SyncOffsetFront
orSyncOffsetSide
, then the offset used is the one of the emote the player started.
For example, if player one starts the emotehandshake
which hasSyncOffsetFront
, then player one will have theSyncOffsetFront
but not the other player. -
If it is with
Attachto
, then it'll either be player one's data used for attaching, or the player two's data.
For example, if player one start the emote carry, then the other player will be attached but not the player one because Attachto is set incarry2
and notcarry
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If player one starts the emote
carry2
, then player one will be attached and not the other player. it's the player who start the animation who will in most cases be moved
Special case, if both emote have the Attachto
then only the player who started the emote will be attached.
You can find a list of ped bones to attach the other player here: Ped Bones or alternatively if the link is down for some reason, you can check here
Using the websites provided above, enter the bone ID, ie 1356
and not 111
, which is the Bone Index.
Understandably, this can be confusing for some people. We suggest using the Attachto
approach.
REQUIRES ONESYNC INFINITY
Particle effects can be found using the DurtyFree GTA V Dump. You will need to add the particle assest, name, and placement. Placement is done via XYZ, Pitch, Roll, Yaw, and scale.
Onesync is required for them to work across all clients.
Big thanks to DurtyFree for his amazing work.
PtfxPlacement = {
-0.15, -- X
-0.35, -- Y
0.0, -- Z
0.0, -- ROTATION X
90.0, -- ROTATION Y
180.0, -- ROTATION Z
1.0 -- SCALE
},
By default, the main prop will share it's coordinates with the particle effect, so just put 0.0 for the particle effects and you will be good to go.
If no prop is used in the animation or you require the particle effect to be in a different location, use PtfxNoProp = true
, and 0.0 will 9/10 times be the human peds' stomach; you can then offset your coordinates based on that with the first 3 entries being XYZ, and the last 3 being rotation XYZ.
Alternatively, you can use the PtfxBone =
AnimationOption to attach the PTFX to the ped's bone, simiarly to how you attach props.
Using Menyoo, spawn down a tennis ball and attach it to human, by default menyoo will attach it to the SKEL_ROOT bone (stomach), so from that, what we can do is is either offset the coordinates, say, up to the human ped's mouth, or change the bone all together. Once we've got it correct, we can transfer those coordinates over to RPEmotes, and tah dah, we have our Ptfx Placement.
Because the menu gets updated frequently, the files get overwritten. To avoid this, you can add your own / downloaded animation files (.ycd)
inside of a newly created folder, give it a name, and place it in the rpemotes\stream\[Custom Emotes]
folder.
Add your animation code to the AnimationListCustom.lua
and make a backup of this file, call it BackUpAnimationListCustom.lua
.
Whenever an update is released, rename BackUpAnimationListCustom.lua
to AnimationListCustom.lua
, click yes to overwrite, and you're good to go.
It is also a good idea to keep a backup of your config file. Below is an example:
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Fixed an issue with the clipboard and added textures to paper (/e clipboard)
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Changed umbrella texture to black (/e umbrella)
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Custom LSPD police badge by LSPDFR member Sam
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LSPD reskinned badge by GTA5Mods user Sladus_Slawonkus
Aligned with Rockstar Games' acquisition of Cfxre and FiveM, RPEmotes will abstain from including copyrighted material and animations tailored for child characters, as outlined in bulletpoint 4 of the November 2023 community pulse.
This repository was created by TayMcKenzieNZ for strict usage with the Grand Theft Auto 5 unofficial multiplayer platform 'FiveM', and is under the GNU General Public License v3.0 license.
All custom props and animations were provided to RPEmotes by the community with express permission and must not be extracted from RpEmotes, reuploaded to any websites, forums or discord servers without permission and credits given.
If you want to modify RPEmotes (does not apply if you want to use it for personal purposes) you are free to do so, however the RPEmotes Project Team will not assist you with this. All unofficial copies and modifications of RPEmotes void any support.
Pull requests are actively reviewed and discussed with TayMcKenzieNZ and the RPEmotes Project Team, and will be accepted so long as they do not contain animation / prop files (we need permission before adding them) breaking changes or suspicious and / or malicious code.
We also do not accept any copyrighted material. This includes but is not limited to McDonald's, Subway, Sony Playstation, Microsoft Xbox, etc.
โ You are allowed to use the custom animations explicitly provided within this repository only
โ You are allowed to use the custom props explicitly provided within this repository only
โ You are allowed to add your own custom animations or props to this resource and use it on your server. The entire content must remain on your server and not be reuploaded.
โ You are not allowed to re-distribute the custom animations or props provided with this repository either on websites, forums, tebex store, discord or your own scripts / maps.
โ You are not allowed to claim the custom animations or props provided within this resource as your own work
โ You are not allowed to sell this script or any of the content within it
โ You are not to outright copy code from this script into your own resources without at least crediting everyone involved in the RPEmotes Project Team. Each and every one of them.
All custom animations and props were added with permissions from the creators and does not contain any paid or leaked work.
All animation creators have specifically asked that their content remains free and that the RPEmotes team and community do not try to profit from them, claim them as their own or reupload them anywhere else but TayMcKenzieNZ's GitHub unless express permission has been arranged and granted by their respective creators, therefore you may not extract the animations and props or use them for your own menus unless written permission has been granted to you by the creators.
A huge thank you to the following people for their amazing contributions made to the menu ๐ซถ๐ป :
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A huge thank you to Kibook for the addition of the Animal Emotes sub menu
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Thank you to AvaN0x for reformatting and assisting with code, additional features and figuring out shared particle effects
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Thank you to Mads for joining the team as Co-Developer
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Thank you to Mathu_lmn for joining the team as Co-Developer
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Thank you to Tigerle for providing the additional code required to make Shared Emotes work to it's full extent
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Thank you to SMGMissy for assisting with custom pride flags and how to stream them
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Thank you to MissSnowie for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord and for the motivational and overal moral support
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Thank you to GeekGarage for their knowledge, time and dedication, helping to bring new and exciting features to the menu
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Thank you to Smokey for the Explicit Usage Rights Agreement to add free custom animations either publicly available on on their discord
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Thank you to BzZzi for the Explicit Usage Rights Agreement to add free donut, croissant and fire torch props
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Thank you to Natty3d for the Explicit Usage Rights Agreement to add free lollipop props
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Thank you to northsqrd for adding the search function, Animal Emotes config, mobile phone prop texture variants and general contributions
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Thank you to crusopaul and Eki for discussing KVP and initializing it to the menu for persistent walkstyles
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Thank you to Amnilka for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord
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Thank you to LittleSpoon for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord
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Thank you to Pupppy for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord
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Thank you to SapphireMods for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord
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Thank you to QueenSisters Animations for the Explicit Usage Rights Agreement to add free custom animations either publicly available or on their discord
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Thank you to Kri's Graphic House for the custom banners
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Thank you to !MWooM#0597 on discord for the custom banners
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Thank you to BoringNeptune for the custom dance emotes
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Thank you to CMG Mods for the custom emotes
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Thank you to prue้ข for being a great friend and providing us with exclusive custom animations
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Thank you to PataMods for the custom props
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Thank you to Crowded1337 for the custom Gucci bag. I have removed the Gucci logo to comply with Rockstar Games & TakeTwo Interactive
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Thanks to EnchantedBrownie for the custom animations
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Thanks to Copofiscool for adding a toggle to the Favorite Keybinds
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Thank you to iSentrie for additional code, support and joining the RPEmotes project
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Thank you to Chocoholic Animations for the custom animations
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Thank you to CrunchyCat for the custom animations
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Thank you KayKayMods for the custom props
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Thank you to MonkeyWhisper and Project Sloth for the custom props
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Thank you to Brummieee for the custom props
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Thank you Dark Animations for the partnership and custom animations. You the goat ๐
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Thank you Chico for implementing natives to reapply persistent moods and walkstyles for ESX and QB-Core frameworks
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Thank you -EcLiPsE- for allowing me to implement Improved Prop Sets and GTA Online Biker Idle Anims
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Thank you MrWittfor the custom animations and partnership
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A huge thank you to AdoredRose for assisting with animations
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Thank you Vedere for the custom props
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Thank you to DRX Animations for the custom animations and partnership
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Thank you to VNSIanims for the custom animations and partnership
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Thank you to PNWParksFan for the custom props
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Thank you to you, the community for being patient, showing love and appreciation, and for providing translations.
You pay a big role in making this script what it is today and we could not do it without you ๐
The official RPEmotes wiki docs can be accessed here