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
@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.
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
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
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.
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.