RedM Emote Menu Script Poggy Emotes

A RedM emote menu with over 330 emotes, a search across every category, favourites and recents per character, a stand-in that previews each emote, a Nearby tab for the chairs, bars and railings around the player, and a ragdoll key.

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A RedM emote menu for VORP Core, RSG Core and QBCore RedM with over 330 emotes in eight categories, a search across all of them, favourites saved per character and a stand-in who acts each emote out first. Its Nearby tab lets players sit on the chair, stand at the bar or lean on the railing beside them.

What players can do

  • Open the menu, or play one straight away with /e wave. Emote names are in the chat autocomplete.
  • Start typing to search. The search looks in every category at once and matches both the shown name and the /e name.
  • Props only narrows a category or a search to the emotes that put something in the character's hand.
  • Press the play button in front of any emote to watch a stand-in act it out beside them, props and all. Only that player sees it.
  • Star favourites, saved to the character. Recent keeps the last 12 played.
  • Keep menu open lets them play several in a row; each player's choice is remembered.

The Nearby tab

  • Lists what the player can do with the things around them: chairs, benches, bars, pianos, water pumps, stoves, campfires, railings.
  • Pick one and the character walks over and uses the game's own scenario point the way an NPC would. Nothing is teleported.
  • Config.Nearby.Keywords adds actions for props the game has no point for: lean on any barrel, knock on any door.
  • Admins, or anyone with the ACE poggy_emotes.nearby.block, can switch off a broken action, at one spot or everywhere, from the menu.

Props that are put away

  • Props go away on every way out: cancelling, dying, mounting, swimming, playing another emote, or the script restarting.
  • That includes the props the game itself hands out, like the guitar and the bottle.
  • Emotes end when the player walks off or draws a weapon (both settings).

Ragdoll key

  • Z or /ragdoll drops the character limp; again gets them up.
  • At least 2 seconds down and 3 seconds before dropping again, so it cannot be hammered to dodge a lasso. Both are settings.

Commands and keys

Command or keyWhoWhat
/emotes or EndEveryoneOpens and closes the menu.
/e <name>EveryonePlays one emote. On its own it opens the menu.
/ec or BackspaceEveryoneStops the emote and puts away any prop, even while riding.
/ragdoll or ZEveryoneDrops the character limp, or gets them up.

Command names and keys are set in config.lua.

Settings you will change first

  • Config.CustomEmotes: your own scenarios, built-in emotes, or animations with a prop and its offsets. One with a shipped emote's name replaces it. Also on the Emotes tab in /poggy.
  • Config.HiddenEmotes: removes an emote from the menu and from /e.
  • Config.Menu.CategoryOrder: which categories show, and in what order.
  • Config.Menu.FilterByGender: hides emotes built for the other gender.

More in the guide how to add emotes to a RedM server.

What you need to run it

  • VORP Core, RSG Core or QBCore RedM.
  • poggy_core 0.27.0 or newer (free).
  • oxmysql. The table is created on the first start, so there is no SQL to import.
  • Coming from js_emotes: favourites carry over on the first start and the /e names stay the same.
  • config.lua, translations.lua, the emote list in shared/emotes.lua and the SQL are open. The rest is protected by Cfx escrow.

Updates

poggy_core installs new versions and merges your config and translations, so your values, your own emotes and your hidden list survive.

Questions about Poggy Emotes

What do I need to run Poggy Emotes?

poggy_core 0.27.0 or newer, which is free, oxmysql, and VORP Core, RSG Core or QBCore RedM. The database table is created on the first start, so there is no SQL to import.

Can I add my own emotes?

Yes, in Config.CustomEmotes in config.lua or on the Emotes tab in /poggy: scenarios, built-in emotes, or animations with a prop and its offsets. An emote of yours with a shipped emote's name replaces it, Config.HiddenEmotes hides the ones you do not want, and updates never touch either list.

What is the Nearby tab?

The Nearby tab in the menu lists what the player can do with the things around them: sit on a chair, stand at the bar, lean on a railing, pump water. It uses the game's own scenario points, and the character walks over and does it the way an NPC would, with no teleporting.

Do props get stuck in players' hands?

Props are put away on every way out of an emote: cancelling, dying, mounting up, swimming, playing something else, or the script restarting. That includes the props the game itself hands out, like the guitar and the bottle. Backspace or /ec ends an emote at any time.

How do players preview an emote?

A play button in front of every emote plays it on a stand-in character beside them, props and all, and the menu stays open. Only that player sees the stand-in. Hovering a row or moving to it with the arrow keys previews it too.

Can I move from js_emotes?

Yes. On the first start Poggy Emotes reads the old emote_favorites table once and carries each character's favourites across, leaving the old table untouched. The /e names are the same, so players keep their habits and macros.

Which frameworks does Poggy Emotes work with?

Poggy Emotes works with VORP Core, RSG Core and QBCore RedM through poggy_core, which detects the framework at runtime and has a proven adapter for each, so there is one build and nothing to configure. It requires poggy_core 0.27.0 or newer (free), oxmysql and your framework (VORP Core, RSG Core or QBCore RedM).

How is Poggy Emotes delivered after I pay?

Instantly. Checkout runs through Tebex, which asks you to sign in with your Cfx.re account before items can be added to the basket, and the licence is tied to that Cfx.re account rather than a key to paste.

Does Poggy Emotes get updates?

Yes. It runs on Poggy, a live RedM server, and updates are included with every licence. Support is in the Poggy Discord.

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