RedM Lantern Script: Belt & Saddle Carry

Stow a lantern on your belt, hang it from your saddle, or set it down in the world and leave it burning. Ten colours and six brightness levels, remembered per character and visible to every player nearby. No dependencies at all, and it runs on VORP, RSG, RedEM:RP, QBR or no framework at all.

19.99 USD

A lantern costs you a hand, so nobody carries one and your nights stay dark. This puts it on the belt, hangs it off the saddle, or leaves it burning in the dirt where you set it down.

Stowing uses the game's own lantern attach point, not a fake prop, so it lights the world properly and survives weapon switches. Placed lanterns belong to the server, so they keep burning after the owner rides off, respawns or logs out.

Product Features

Hands Free on the Belt

Tap with a lantern in hand and it moves to the belt or the satchel, still burning. The player can draw a revolver, skin a deer or do anything they could do empty-handed. Story protagonist models use a gun belt position, everyone else the satchel.

It Never Drops the Lantern

If the engine ever refuses the native attach point, the script falls back to a prop on the same bone and tells other clients to render that too. The player keeps their light either way and never sees the difference.

Four Saddle Positions

Stow while mounted and the lantern hangs off the saddle, swinging as you ride. Saddlebag, saddle hook, horn and rear grip are all available, and the script checks whether the horse actually has a saddlebag so nothing floats in mid-air.

Set It Down and Ride Off

Hold to place with the game's own crouch animation, hold again to pick it back up. Surface and line-of-sight checks stop a lantern being placed through a wall, and ace-gated commands let staff count or clear what is on the ground.

Owned by the Server

Every client renders a placed lantern from a server registry, so there is no entity ownership to hand over when someone leaves. That handover is what breaks most prop scripts.

Ten Colours, Six Levels

Hold aim to cycle default, red, orange, yellow, green, cyan, blue, purple, pink and white, or step the brightness. Each level multiplies the lantern's own authored light, so a dimmed one still reads as a lantern rather than a flat spot of light.

Everyone Sees It

Carry state, colour and brightness are visible to every player nearby, on the belt, on the saddle and on the ground. Each character's choice is remembered for them.

Caps You Decide

One placed lantern per player by default. Unlimited mode has both a per-player cap and a server-wide one, and picking up someone else's lantern is allowed or forbidden by config.

Optional Persistence

Turn it on and placed lanterns come back lit after a restart, through JSON or MySQL. The MySQL table is created on first start, so there is no SQL to import by hand.

Native RDR2 Prompts

Tap to stow, hold to place, through the game's own prompt system. Rebindable to any key, with an alternate controller shortcut and optional commands, or raw control listening if you would rather show no prompt at all.

Framework Optional

VORP, RSG, RedEM:RP and QBR are detected at start-up and used for notifications, identity and inventory. None of them is required. A custom core gets its own branch in bridge/client.lua and bridge/server.lua, which stay readable in the escrowed build.

Quiet When Idle

Threads sleep when nothing is happening and placed lanterns render by distance. Every placement and pickup is validated server-side, and client events are rate limited.