[RELEASE] Progress Bars 1.0 [STANDALONE]

Got a picture for you guys for the example I added

Maybe a callback when the progressbar is finished would be nice, also please either upload your files to github or directly to the forums

2 Likes

@TheIndra could make this but I made it just stop displaying when complete because thats all I needed for what I made it for. Might add this tomorrow when I wake up and finish school. Will post update here if I do.

github ?

Will get it added now so you can view source code and get from there!

Upload all files to either Github or the forum please. 3rd party upload sites should be reserved if the filesize is larger than the forum and Github allowed filesize, which this clearly is not

Will do in future just wanted to go off to bed so quickly uploaded but im doing that now.

1 Like

UPDATED
Added github link!

Take your time with releases. Next time also read over the rules again just to be sure you’re on the right page. There’s no reason to hurry! Make something good, create a good post and everything.

You probably already have the “make something good” part done :slight_smile:

2 Likes

how to add bro

can we get an example of it being used in a script

using it how it should be used at not got it working yet no errors or anything i was using t0sic_loadingbar

before this which worked fine and works just the same way as this

There’s an example in the post

i see that do i just put it in resource folders and thats it? i dont understand the example it just shows a single line of its call

me to help pls

doing the excample just crashed my game trying to get help and saying theres an example in post doesnt help much at all

it should be something like this for the mechanic but it doesnt show the progressbar

		if DoesEntityExist(vehicle) then
			isBusy = true
			TaskStartScenarioInPlace(playerPed, 'PROP_HUMAN_BUM_BIN', 0, true)
			Citizen.CreateThread(function()
                exports['progressBars']:startUI(30000, "Reparing")

				SetVehicleFixed(vehicle)
				SetVehicleDeformationFixed(vehicle)
				SetVehicleUndriveable(vehicle, false)
				SetVehicleEngineOn(vehicle, true, true)
				ClearPedTasksImmediately(playerPed)

				ESX.ShowNotification(_U('vehicle_repaired'))
				isBusy = false
			end)
		else
			ESX.ShowNotification(_U('no_vehicle_nearby'))
		end
1 Like

Amazing Job! Super easy to use

if DoesEntityExist(vehicle) then
			isBusy = true
			TaskStartScenarioInPlace(playerPed, 'PROP_HUMAN_BUM_BIN', 0, true)
			Citizen.CreateThread(function()
				exports['progressBars']:startUI(20000, "Reparing")
				Citizen.Wait(20000)
				SetVehicleFixed(vehicle)
				SetVehicleDeformationFixed(vehicle)
				SetVehicleUndriveable(vehicle, false)
				SetVehicleEngineOn(vehicle, true, true)
				ClearPedTasksImmediately(playerPed)

				ESX.ShowNotification(_U('vehicle_repaired'))
				isBusy = false
			end)
		else
			ESX.ShowNotification(_U('no_vehicle_nearby'))
		end

You need the Citizen.Wait(20000) the export does not act as a function time.

2 Likes

still dont work though already tried it that way dude the progress bar dont show.

it’s kind of abit broken it does nothing but spam your console with callbacks
every second.