RedM Emote Menu Script Poggy Emotes

An emote menu with over 330 emotes, a search across every category, favourites and recents saved to each character, a play button that acts every emote out on a stand-in only you can see, and a ragdoll key.

🌐 See it on our store: rosewoodridge.xyz/store/poggy-emotes

An emote menu with over 330 emotes, a search that looks everywhere, favourites saved to each character, and a stand-in who acts every emote out before you commit to it. Plus a ragdoll key.

🎭 330 emotes, sorted

  • Scenarios, animations and the game's own built-in emotes, in eight categories: gestures, conversation, idle and leaning, sitting and laying, working, eat drink and smoke, dance, injury
  • Click a name to play it, or type it: /e wave
  • Every emote name is offered in the chat autocomplete
  • Emotes built for the other gender are hidden, or shown to everyone if you prefer

🔎 Find it fast

  • Start typing anywhere and the search box has it. 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 your hand
  • Arrow keys to move, Enter to play, Esc to close

▶️ Watch it first

  • A play button in front of every emote plays it on a stand-in character beside you, props and all, and the menu stays open
  • Only you see the stand-in. It is lit, so it works at night and indoors
  • Hovering a row, or moving to it with the arrow keys, previews it too

⭐ Favourites and recents

  • Star the emotes you use. They are saved to your character and are there when you come back
  • Recent keeps the ones you played last, newest first
  • Keep menu open, a switch at the bottom, lets you play several in a row. Each player's choice is remembered

🎸 Props that let go

  • 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, not only the ones the script spawns
  • Backspace, /ec or the Stop button ends an emote at any time, including while riding
  • Emotes end by themselves when you walk off or draw a weapon. Both can be turned off

🤸 Ragdoll key

  • Z drops your character limp on the ground. Z again gets them up. A toggle, not a key to hold
  • A least time down (2 seconds) and a wait before dropping again (3 seconds), so it cannot be hammered to dodge a lasso. Both are yours to set, as is the key
  • It is a game control, so typing a Z in chat does not throw you on the floor

⚙️ Built for your server

  • Add your own emotes in the config or in game with /poggy: scenarios, built-in emotes, or animations with a prop and its offsets
  • Give one of yours the name of a shipped emote and it replaces it: re-label, re-categorise or re-time without touching code
  • Hide the emotes you do not want. A hidden emote is gone from the menu and from /e
  • Choose which categories show, and in what order
  • Every command name and key is in the config. The menu opens on End by default
  • Every word a player sees, the menu included, is in translations.lua

🔄 Updates itself

Runs on poggy_core (free): updates install automatically, and your config and translations are merged so your values, your own emotes and your hidden list survive. New emotes arrive with updates. The database table is created on the first start, so there is no SQL to import.

📋 Requirements

  • poggy_core 0.13.0 or newer (free); 0.18.0 or newer for the in-game settings editor
  • VORP Core, RSG Core or QBCore RedM (QBR)
  • oxmysql

🔓 Open where it matters

config.lua, translations.lua and the emote list in shared/emotes.lua are open. The rest is protected by Cfx escrow.

Questions? Join the Poggy Scripts Discord.

Questions about Poggy Emotes

What do I need to run Poggy Emotes?

poggy_core, 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 the config or in game with /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, you can hide the ones you do not want, and updates never touch your list.

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.

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 0.13.0 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 Rosewood Ridge, a live RedM server, and updates are included with every licence. Support is in the Rosewood Ridge Discord.

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