Modules
Client
Progress

Progress

lib.progressBar

Displays a running progress bar.

lib.progressBar(data)
  • duration: number
  • label: string
  • useWhileDead?: boolean
  • allowRagdoll?: boolean
  • allowCuffed?: boolean
  • allowFalling?: boolean
  • canCancel?: boolean
  • anim?: table (object)
    • dict?: string
      • Must specify either scenario or dict
    • clip: string
    • flag?: number
      • Default: 49
    • blendIn?: float
      • Default: 3.0
    • blendOut?: float
      • Default: 1.0
    • duration?: number
      • Default: -1
    • playbackRate?: number
      • Default: 0
    • lockX?: boolean
    • lockY?: boolean
    • lockZ?: boolean
    • scenario?: string
      • Must specify either scenario or dict
    • playEnter?: boolean
      • Default: true
  • prop?: table (object or array)
    • [ If you want to define multiple props, you can pass them as individual tables (array of objects) ]
    • model: hash
    • bone?: number
      • Default: 60309
    • pos: table
      • x: number
      • y: number
      • z: number
    • rot: table (object)
      • x: number
      • y: number
      • z: number
  • disable?: table (object)
    • move?: boolean
    • car?: boolean
    • combat?: boolean
    • mouse?: boolean
    • sprint?: boolean

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

progress_bar

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'
  • useWhileDead?: boolean
  • allowRagdoll?: boolean
  • allowCuffed?: boolean
  • allowFalling?: boolean
  • canCancel?: boolean
  • anim?: table (object)
    • dict?: string
      • Must specify either scenario or dict
    • clip: string
    • flag?: number
      • Default: 49
    • blendIn?: float
      • Default: 3.0
    • blendOut?: float
      • Default: 1.0
    • duration?: number
      • Default: -1
    • playbackRate?: number
      • Default: 0
    • lockX?: boolean
    • lockY?: boolean
    • lockZ?: boolean
    • scenario?: string
      • Must specify either scenario or dict
    • playEnter?: boolean
      • Default: true
  • prop?: table (object or array)
    • [ If you want to define multiple props, you can pass them as individual tables (array of objects) ]
    • model: hash
    • bone?: number
      • Default: 60309
    • pos: table
      • x: number
      • y: number
      • z: number
    • rot: table (object)
      • x: number
      • y: number
      • z: number
  • disable?: table (object)
    • move?: boolean
    • car?: boolean
    • combat?: boolean
    • mouse?: boolean
    • sprint?: boolean

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

progress_circle

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()