Shows a progressbar. color is optional and can be set in config.lua.
Parametersduration - number <miliseconds> - The time in miliseconds
text - boolean - 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
Parametersdata - table - Data for Progressbar
ReturnsprogressEnd - boolean - if progress has ended or progress was stopped
Description
duration - number <miliseconds> - The time in miliseconds
text - boolean - Text
color - string - Color as hex - Optional
animation - table - Animation data - Optionaldisable - table - Disable specific actions - Optional
MSK.Progress.Start(data)
-- Example
MSK.Progress.Start({
duration = 5000,
text = 'Progressing...',
color = "#5eb131", -- Optional
canCancel = true, -- If the Player can cancel the Progressbar
useWhileDead = false, -- Cancel the Progressbar on player death
useWhileCuffed = false, -- Cancel the Progressbar if player gets cuffed
animation = {
dict = 'timetable@gardener@filling_can',
anim = 'gar_ig_5_filling_can',
flags = 49, -- Optional
},
disable = {
move = true, -- Disable Walk
vehicle = true, -- Disable drive
combat = true, -- Disable combat
}
})
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
ReturnsisActive - boolean - whether the Progressbar is active
local isActive = MSK.Progress.Active()
-- As an Export:
local isActive = exports.msk_core:ProgressActive()