Progress
lib.progressBar
Displays a running progress bar.
lib.progressBar(data)- duration:
number - label:
string - useWhileDead?:
boolean - allowRagdoll?:
boolean - allowSwimming?:
boolean - allowCuffed?:
boolean - allowFalling?:
boolean - canCancel?:
boolean - anim?:
table(object)- dict?:
string- Must specify either scenario or dict
- clip:
string - flag?:
number- Default:
49
- Default:
- blendIn?:
float- Default:
3.0
- Default:
- blendOut?:
float- Default:
1.0
- Default:
- duration?:
number- Default:
-1
- Default:
- playbackRate?:
number- Default:
0
- Default:
- lockX?:
boolean - lockY?:
boolean - lockZ?:
boolean - scenario?:
string- Must specify either scenario or dict
- playEnter?:
boolean- Default:
true
- Default:
- dict?:
- prop?:
table(objectorarray)- [ If you want to define multiple props, you can pass them as individual tables (array of objects) ]
- model:
hash - bone?:
number- Default:
60309
- Default:
- pos:
table- x:
number - y:
number - z:
number
- x:
- rot:
table(object)- x:
number - y:
number - z:
number
- x:
- rotOrder?:
number
- disable?:
table(object)- move?:
boolean - car?:
boolean - combat?:
boolean - mouse?:
boolean - sprint?:
boolean
- move?:
Usage Example
if lib.progressBar({
duration = 2000,
label = 'Drinking water',
useWhileDead = false,
canCancel = true,
disable = {
car = true,
},
anim = {
dict = 'mp_player_intdrink',
clip = 'loop_bottle'
},
prop = {
model = `prop_ld_flow_bottle`,
pos = vec3(0.03, 0.03, 0.02),
rot = vec3(0.0, 0.0, -1.5)
},
}) then print('Do stuff when complete') else print('Do stuff when cancelled') end
lib.progressCircle
Similar to lib.progressBar except it displays a circle and you can define a position.
lib.progressCircle(data)- duration:
number - label?:
string - position?:
'middle'or'bottom'- Default:
'middle'
- Default:
- useWhileDead?:
boolean - allowRagdoll?:
boolean - allowSwimming?:
boolean - allowCuffed?:
boolean - allowFalling?:
boolean - canCancel?:
boolean - anim?:
table(object)- dict?:
string- Must specify either scenario or dict
- clip:
string - flag?:
number- Default:
49
- Default:
- blendIn?:
float- Default:
3.0
- Default:
- blendOut?:
float- Default:
1.0
- Default:
- duration?:
number- Default:
-1
- Default:
- playbackRate?:
number- Default:
0
- Default:
- lockX?:
boolean - lockY?:
boolean - lockZ?:
boolean - scenario?:
string- Must specify either scenario or dict
- playEnter?:
boolean- Default:
true
- Default:
- dict?:
- prop?:
table(objectorarray)- [ If you want to define multiple props, you can pass them as individual tables (array of objects) ]
- model:
hash - bone?:
number- Default:
60309
- Default:
- pos:
table- x:
number - y:
number - z:
number
- x:
- rot:
table(object)- x:
number - y:
number - z:
number
- x:
- rotOrder?:
number
- disable?:
table(object)- move?:
boolean - car?:
boolean - combat?:
boolean - mouse?:
boolean - sprint?:
boolean
- move?:
Usage Example
if lib.progressCircle({
duration = 2000,
position = 'bottom',
useWhileDead = false,
canCancel = true,
disable = {
car = true,
},
anim = {
dict = 'mp_player_intdrink',
clip = 'loop_bottle'
},
prop = {
model = `prop_ld_flow_bottle`,
pos = vec3(0.03, 0.03, 0.02),
rot = vec3(0.0, 0.0, -1.5)
},
}) then print('Do stuff when complete') else print('Do stuff when cancelled') end
lib.progressActive
Returns true if a progress bar is currently active.
lib.progressActive()lib.cancelProgress
If there is a progress bar active and the progress bar can be cancelled then it cancels it.
lib.cancelProgress()