Real axes, thrown in the world. Step up to the line, aim at the target while your hand sways, draw back and release: the hatchet leaves your hand in a real overhand throw, turns end over end on a real arc and either bites into the wood where it landed or hits handle first and bounces off to the floor. Everybody around sees the same throw.
The server decides every throw. The client only sends where you aimed and how hard you threw. The server adds the scatter, computes the flight and the number of rotations, decides if the blade sticks, scores it and handles the money. Scores cannot be faked.
Axe throwing for RedM lumber camps, saloons and fairs: standard 10-throw games with called killshots, around the clock, duels and practice, with a hatchet or a throwing knife, from 1 to 4 players or against an NPC, with optional cash stakes held by the server. Custom end-grain target prop included (streamed with the script). One resource, works with VORP, RSG or standalone without any framework (detected automatically), with a sober wood / parchment UI and native RedM prompts.
New in 1.0.2: the custom end-grain target is now built in (streamed with the script), and the throwing knife has its own tuned grip in the hand.
/axethrow/axetargetadd [label]: mount a target on the wall you look at (ghost preview with both throw lines, bull height adjustable), saved in the database (or the resource KVP without oxmysql)/axetargetremove [id], /axetargetlist, /axethrowcancel [id], /axethrowcalib (target alignment and stuck-blade pose, saved for every player), /axethrowhand (axe in the hand)rex_axethrow_target item: players mount their own target and take it down again (standalone: optional /axetarget command, off by default)config.luaIsInGame, GetTargets, GetGame, GetPlayerStats, IsPlaying, IsAiming) and a rex_axethrow:matchEnded eventrex_axe_target, an end-grain lumber-camp axe board made for the script (RDR3 has none), streamed with the resource (nothing else to install). Painted rings and killshot dots match the server scoring exactly.IsModelInCdimage); vanilla fallback p_target01x with drawn rings stays configurablew_melee_hatchet01 hatchet and the throwing-knife weapon model, each with its own grip in the hand (tunable live)rex_axethrow_props resource: the prop is built in since 1.0.2| Command | Who | What it does |
|---|---|---|
/axethrow | everyone | Open the standings (top 10 + your own line) |
/axethrowleave | everyone | Leave the current game or lobby |
/axetarget | standalone only, option (Config.Items.standaloneCommand: off / everyone / ACE) | Mount a personal target on the wall in front of you, or take it down near one of yours |
/axetargetadd [label] | admin | Mount a target on the wall you look at (ghost preview, bull height adjustable), saved |
/axetargetremove [id] | admin | Remove the nearest target (or by id); its game is cancelled and stakes refunded |
/axetargetlist | admin / console | List every target |
/axethrowcancel [id] | admin / console | Cancel the game on the nearest target (or by id), stakes refunded |
/axethrowcalib | admin | Align the target prop with the scoring rings |
/axethrowcalib blade / knife / reset | admin | Tune the stuck pose of the axe / knife (saved for every player), or reset to config.lua |
/axethrowhand [knife|reset] | admin | Tune the axe (or knife) held in the hand live, saved for every player and printed as a config line; reset = back to config.lua |
Usable item rex_axethrow_target (VORP / RSG): mounts a personal target on the wall in front of you (max 2 per player by default). Every command name is configurable (Config.Commands, Config.Items.command). Admin = framework admin group or ACE rex_axethrow.admin.
| Where | Key | Action |
|---|---|---|
| near a free target | E | Play: open the lobby (mode, hatchet / knife, player or NPC opponent, level, stake) |
| near an open lobby / host | hold E | Join the game / start it (stakes are taken at the start) |
| your turn | E | Step up to the throw line |
| on the line | mouse | Aim the reticle on the target |
| hold right click | Steady the hand (less sway, limited each turn) | |
| hold / release left click | Throw: draw back on the power gauge, release to throw | |
| C | Next camera (shoulder, side, player's eyes) | |
| arrows / wheel | Move / zoom the camera | |
| Z (W on AZERTY) | Hide / show the scoreboard | |
| Backspace | Step back from the line | |
| hold G | Leave the game | |
| near a running game | C | Watch it (spectator cameras), Backspace stops watching |
| near a target | R | Standings |
| your own target | hold G | Take it down (item back) |
| placing a target | arrows / wheel, R, E, Backspace | Bull height (Shift = fast), standard height, mount, cancel |
vorp_core, vorp_inventoryrsg-core, rsg-inventory/axetarget command for personal targets. oxmysql optional: without it, targets and stats are saved in the resource KVPDetection is automatic (VORP, then RSG, else standalone), or can be forced in the config. All framework calls are in an open bridge file, so you can adapt it if needed.
The resource uses the Cfx.re Asset Escrow. config.lua, the locales, the client/server bridge, the install files, the SQL and the README are open and editable. The core logic is escrowed.
Released by REX STUDIO. Requirements: OneSync. Optional: VORP or RSG, oxmysql, ox_lib, rsg-bossmenu.
Price: 25 € · Version: 1.0.2