REX AXE THROWING

REX STUDIO – REX AXE THROWING – Real axe throwing for RedM (VORP / RSG / Standalone)

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.


Features

Game modes

  • Standard: 10 throws each, best total wins, killshot called on throws 5 and 10, tie = sudden death
  • Around the clock: hit the 1, 2, 3, 4 rings then the bull, first round the clock wins
  • Duel: 1 vs 1, one throw each per round, the better throw takes the round, first to 3 rounds
  • Practice: solo, never a stake, never counted
  • Target: bullseye 6, rings 4 / 3 / 2 / 1, two blue killshot dots worth 8 when called; a blade must stick to score
  • One throw per turn, turn timer, from 1 to 4 players (duel 2)
  • Lobby: the host opens the target, picks the mode and the weapon, others join with a hold prompt, the host starts

Weapons

  • Hatchet from the 12 ft line (3.66 m), throwing knife from 3 m, chosen per game
  • Each weapon has its own line, speed, rotations and stick window

NPC opponent

  • Easy, medium or hard, a local ped who walks up to his own spot on the line
  • Throws with exactly the same physics as the players, decided by the server
  • The hard NPC goes for the killshot when it is called and for the zone he needs in around the clock
  • Optional stakes against the house (paid ×1.8, configurable)

Throwing

  • Overhand throw animation (vanilla thrown-weapon clips), the thrower never walks: pinned on the line, snapped back if he slides
  • Native prompt hold & release with a power gauge, sweet spot drawn on the gauge
  • Reticle on the board, clamped to the whole target, hand sway, right click steadies the hand
  • Ballistic arc with gravity, rotations that depend on the distance and the power: the blade sticks (with a realistic lean) or bounces off and tumbles to the floor
  • Static cameras (shoulder, side, player's eyes), no follow cam during the flight, then a close-up of the target once the blade hits

Spectators

  • Everyone near the target sees the scorebug (with the target and the blades) and the throws, and can watch through the game cameras

Bets (VORP / RSG)

  • Always off in standalone (every game is free)
  • Optional cash stakes (VORP cash; RSG cash or bank), min / max limits
  • House cut in %, RSG: optional society credited with the cut (rsg-bossmenu)
  • Stakes taken from every player at the start (all or nothing), held by the server in a crash-safe ledger, winner takes the pot
  • Players offline at the end of a game are paid or refunded on their next character load
  • Disconnect and walk-away policies configurable (forfeit or refund), admin cancel and restarts refund everybody

Security

  • Clients only send the aim point, the power and a throw number
  • The server checks the turn, the sequence, the timing, the values and that the thrower really stands on the line of his weapon, then adds its own scatter and resolves the throw
  • Every event is rate limited, suspicious events are logged (console + Discord)

Leaderboard

  • Top 10: games, wins, average per throw, stick %, bulls, killshots, best game, winnings, plus your own line
  • End-of-game summary per player: score, average, sticks, bulls, killshots
  • Open with R near a target or /axethrow

Targets

  • /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)
  • Usable rex_axethrow_target item: players mount their own target and take it down again (standalone: optional /axetarget command, off by default)
  • Targets can also be defined in config.lua
  • Optional map blips

Other

  • Native RedM prompts only, sober NUI (wood or parchment theme, one accent colour), bundled font
  • English and French locales
  • Notifications: framework, built-in toast, ox_lib or chat
  • Exports (IsInGame, GetTargets, GetGame, GetPlayerStats, IsPlaying, IsAiming) and a rex_axethrow:matchEnded event
  • Optional Discord webhook logs
  • Database tables created automatically (SQL file included), oxmysql optional (resource KVP fallback), VORP SQL and RSG item lines + item images included

Props

  • Custom target prop included: rex_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.
  • Detected automatically (IsModelInCdimage); vanilla fallback p_target01x with drawn rings stays configurable
  • Vanilla w_melee_hatchet01 hatchet and the throwing-knife weapon model, each with its own grip in the hand (tunable live)
  • Do not also start the old rex_axethrow_props resource: the prop is built in since 1.0.2

Commands

CommandWhoWhat it does
/axethroweveryoneOpen the standings (top 10 + your own line)
/axethrowleaveeveryoneLeave the current game or lobby
/axetargetstandalone 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]adminMount a target on the wall you look at (ghost preview, bull height adjustable), saved
/axetargetremove [id]adminRemove the nearest target (or by id); its game is cancelled and stakes refunded
/axetargetlistadmin / consoleList every target
/axethrowcancel [id]admin / consoleCancel the game on the nearest target (or by id), stakes refunded
/axethrowcalibadminAlign the target prop with the scoring rings
/axethrowcalib blade / knife / resetadminTune the stuck pose of the axe / knife (saved for every player), or reset to config.lua
/axethrowhand [knife|reset]adminTune 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.

Controls (native RedM prompts)

WhereKeyAction
near a free targetEPlay: open the lobby (mode, hatchet / knife, player or NPC opponent, level, stake)
near an open lobby / hosthold EJoin the game / start it (stakes are taken at the start)
your turnEStep up to the throw line
on the linemouseAim the reticle on the target

hold right clickSteady the hand (less sway, limited each turn)

hold / release left clickThrow: draw back on the power gauge, release to throw

CNext camera (shoulder, side, player's eyes)

arrows / wheelMove / zoom the camera

Z (W on AZERTY)Hide / show the scoreboard

BackspaceStep back from the line

hold GLeave the game
near a running gameCWatch it (spectator cameras), Backspace stops watching
near a targetRStandings
your own targethold GTake it down (item back)
placing a targetarrows / wheel, R, E, BackspaceBull height (Shift = fast), standard height, mount, cancel

Framework compatibility

  • VORP: vorp_core, vorp_inventory
  • RSG: rsg-core, rsg-inventory
  • Standalone (no framework, supported): players identified by their Rockstar license, names = player names, admin by ACE, free games only (no money, no inventory), built-in notifications, optional /axetarget command for personal targets. oxmysql optional: without it, targets and stats are saved in the resource KVP

Detection 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.

Escrow

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

25.00 EUR

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