Progressbar
MSK.Progress.Start
Shows a progressbar. color is optional and can be set in config.lua.
Parameters
duration - number <milliseconds> - The time in milliseconds
text - string - Text
color - string - Color as hex - Optional
MSK.Progress.Start(duration, text, color)
-- Example 1
MSK.Progress.Start(5000, 'Progressing...') -- default color set in config.lua
Wait(5000)
-- Example 2
MSK.Progress.Start(5000, 'Progressing...', "#5eb131") -- custom color
Wait(5000)
-- As an Export:
exports.msk_core:Progressbar(duration, text, color)
Progressbar with specific data
Parameters
data - table - Data for Progressbar
Returns
progressEnd - boolean - If progress has ended or was stopped
Description
- duration -
number <milliseconds>- The time in milliseconds - text -
string- Text - color -
string- Color as hex - Optional - canCancel -
boolean- If the player can cancel the Progressbar - useWhileDead -
boolean- Cancel the Progressbar on player death - useWhileCuffed -
boolean- Cancel the Progressbar if player gets cuffed - animation -
table- Animation data - Optional - disable -
table- Disable specific actions - Optional
MSK.Progress.Start(data)
-- Example
MSK.Progress.Start({
duration = 5000,
text = 'Progressing...',
color = "#5eb131", -- Optional
canCancel = true,
useWhileDead = false,
useWhileCuffed = false,
animation = {
dict = 'timetable@gardener@filling_can',
anim = 'gar_ig_5_filling_can',
flags = 49, -- Optional
},
disable = {
move = true,
vehicle = true,
combat = true,
}
})
print('Progressbar ended or canceled')
-- As an Export:
exports.msk_core:Progressbar(data)
MSK.Progress.Stop
Stops the current ProgressBar.
MSK.Progress.Stop()
-- As an Export:
exports.msk_core:ProgressStop()
MSK.Progress.Active
Checks if the Progressbar is active.
Returns
isActive - boolean - Whether the Progressbar is active
local isActive = MSK.Progress.Active()
-- As an Export:
local isActive = exports.msk_core:ProgressActive()