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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()