Extra Configuration
If you would like to add your own custom progressbar and notify then you would do it like shown below! This can all be done inside client/editable.lua.
-- Custom Progressbar
function Consumables.Editable.Progressbar(name, label, duration, useWhileDead, canCancel, disableControls, animation, prop, propTwo, onFinish, onCancel, icon)
if prop and prop.model and (prop.coords and prop.coords.x and prop.coords.y and prop.coords.z) and (prop.rotation and prop.rotation.x and prop.rotation.y and prop.rotation.z) then
prop = {
hash = prop.model,
bone = prop.bone or nil,
position = prop.coords,
rotation = prop.rotation
}
else
prop = nil
end
if animation and animation.task then
local scenario = {
name = animation.task,
enterAnim = true
}
animation = nil
elseif animation and animation.animDict and animation.anim then
animation = {
dict = animation.animDict,
anim = animation.anim,
blendIn = animation.blendIn,
blendOut = animation.blendOut,
duration = animation.duration,
flag = animation.flags,
playbackRate = animation.playbackRate,
lockX = animation.lockX,
lockY = animation.lockY,
lockZ = animation.lockZ
}
end
if type(disableControls) == "table" then
local disable = {
move = disableControls.disableMovement,
car = disableControls.disableCarMovement,
combat = disableControls.disableCombat,
mouse = disableControls.disableMouse,
sprint = disableControls.disableSprint
}
end
local status = exports["is_ui"]:ProgressBar({
title = label,
icon = icon,
duration = duration,
useWhileDead = useWhileDead,
canCancel = canCancel,
prop = prop,
animation = animation,
scenario = scenario,
disable = disable
})
if status == true then
if onFinish then
onFinish()
end
elseif status == false then
if onCancel then
onCancel()
end
end
end
-- Custom Notify
function Consumables.Editable.CustomNotify(title, text, texttype, duration, icon)
exports["is_ui"]:Notify(title, text, duration, texttype, icon)
end
-- Custom Stress
function Consumables.Editable.CustomStress(type, amount)
if type == 'gain' then
TriggerEvent("aty_hud:stress:add", amount)
elseif type == 'decrease' then
TriggerEvent("aty_hud:stress:decrease", amount)
end
end
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