Jumps¶
Freeroam jump tracking for raycin_races' world. Works with any ramp, kerb, or bump — there's nothing to place or configure to start recording. Reach it from Raycin Menu (F5) → Jumps, or use the chat commands directly; both do exactly the same thing under the hood (the F5 tab is a thin button wrapper around the commands below).
How detection works¶
Every jump is detected automatically by watching your vehicle's own physics state — wheels going from on-ground to airborne (launch) and back to on-ground (landing). This means it works on literally anything: a stunt ramp, a kerb, a canyon edge, a custom prop track — there's no per-ramp setup.
Two thresholds filter out noise so kerbs and potholes don't spam the leaderboard:
| Threshold | Value | Purpose |
|---|---|---|
| Minimum airtime | 400 ms | Ignore tiny bumps |
| Minimum distance | 3.0 m | Ignore anything too short to count as a real jump |
On landing (once both thresholds are cleared) the jump is recorded with:
- Distance — straight-line 3D distance from launch point to landing point
- Airtime — milliseconds airborne
- Launch speed / Landing speed (km/h)
- Max height — peak height above the launch point reached mid-air
- Vehicle — the model you were driving
A landing popup shows the result immediately, with a distinct sound cue if it's a new personal best.
Temp ramps¶
Places a jump ramp 8 m ahead of you, facing back toward you so driving forward sends you straight up the incline. These are the exact same base-game props GTA Online's own Content Creator uses to build stunt-race jumps — verified against a real prop dump, not guessed — so they're guaranteed to work cleanly and carry no risk of an "unknown model" crash for other players (they're client-local and non-networked: only you see your own ramps).
Clears every ramp you've placed. Ramps are also auto-cleaned if the resource restarts.
Spawning is server-authorised — the client asks first, and a player an admin has restricted (see Permission below) never gets past that check.
The 50 vanilla stunt jumps¶
Toggles all 50 of GTA V's built-in stunt jumps as blips on your map (using
the game's own stunt-jump blip icon), each labelled Stunt Jump #N. Run it
again to hide them.
Teleports you (and your vehicle, if you're driving) directly to that jump's launch point, snapped safely onto the real ramp surface — several of the 50 launch off rooftop edges or ramp lips where a naive teleport would drop you half over the side, so this is handled deliberately before you're unfrozen.
Landing inside a vanilla jump's landing zone automatically tags that jump
on the leaderboard as Stunt Jump #N — no extra step, it's the same
detection system as any other jump, just geo-matched against the known
landing zones afterward.
Leaderboards¶
Three separate boards, each its own full-screen overlay:
| Command | Board | What's on it |
|---|---|---|
/topjumps |
Top Ramp Jumps | Best freeroam jumps — temp ramps, kerbs, anything off-track |
/topstuntjumps |
Top Stunt Jumps | Best landings inside each of the 50 vanilla stunt jump zones |
/toptrackjumps |
Top Track Jumps | Best jumps made during an active race or Track Preview |
Track context tagging¶
A jump is tagged into the Track Jumps board automatically if you were in an active race or using Track Preview at the moment you launched. No manual toggle — the game polls the same race-status export raycin_races already exposes, so a jump that launches mid-race and lands after the race ends still counts correctly.
Closing a leaderboard (✕ or Esc) drops you back into whichever menu was open underneath it, rather than dumping you out to freeroam.
Permission (admin)¶
Jumps uses an opt-out model — every player is allowed by default. An admin can restrict a specific player:
A restricted player gets a chat toast the moment their permission changes, and is silently blocked from spawning ramps or having jumps recorded — the server re-checks on every action that matters, so a modified client claiming "I'm allowed" gains nothing.
On the stats site¶
Jumps results also appear on the Stats Site as a Jumps page — Top Ramp Jumps and Top Stunt Jumps together, plus a separate Top Track Jumps view that shows the track name for each entry (via the same race/preview tagging described above).
Where the code lives¶
| Piece | File |
|---|---|
| F5 menu tab (button wrapper) | raycin_menu/client/jumps_tab.lua |
| Jump detection + leaderboard commands | raycin_jumps/client/main.lua |
| Temp ramp spawning | raycin_jumps/client/ramps.lua |
| 50 vanilla stunt jump coords + teleport | raycin_jumps/client/vanilla_jumps.lua |
| Track/preview context tagging | raycin_jumps/client/track_context.lua |
| Client-side permission cache | raycin_jumps/client/permissions.lua |
| Ban list + server-authoritative checks | raycin_jumps/server/permissions.lua |
| Leaderboard queries + jump recording | raycin_jumps/server/main.lua |
| Ramp props / thresholds config | raycin_jumps/config.lua |
| Vanilla stunt jump coordinate table | raycin_jumps/config_vanilla_jumps.lua |
Jumps runs as its own resource (raycin_jumps) — the F5 menu only hosts its
button UI; the DB table, permission list, and jump-detection game logic all
still live inside raycin_jumps itself. If raycin_jumps isn't running, the
F5 Jumps tab quietly no-ops rather than erroring.