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YimMenu/docs/lua/tables/script.md
tupoy-ya a1fb2ae6d8
feat(Lua)!: New Lua bindings (#3563)
* feat(Lua): Make independent imgui independent.
feat(Lua): Add a `pointer:set_address` binding.
feat(Lua): Added `menu_event.Wndproc` event.
fix(Lua): Fix `ImGui.SliderFloat3` binding.
fix(Lua Docs): Partially fixed auto generated documentation.
* fix(gui.cpp): include `lua_manager.hpp`.
* fix(lua_manager.hpp): Added `draw_less_dependent_gui` function.
* chore(Lua): Rename `add_independent_imgui` to `add_always_draw_imgui`.
* docs(menu_event): Added docs for Wndporc event.
* docs: Fixed a few more errors.
* add reasoning and use native underlying format

Co-authored-by: tupoy-ya <tupoy-ya@users.noreply.github.com>
Co-authored-by: xiaoxiao921 <837334+xiaoxiao921@users.noreply.github.com>
2024-08-14 08:40:09 +02:00

4.1 KiB

Table: script

Table containing helper functions related to gta scripts.

Functions (6)

register_looped(name, func)

Registers a function that will be looped as a gta script. Example Usage:

script.register_looped("nameOfMyLoopedScript", function (script)
     -- sleep until next game frame
     script:yield()

     local ModelHash = joaat("adder")
     if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
     STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
     while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
         script:yield()
     end
     local myPed = PLAYER.PLAYER_PED_ID()
     local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
     -- Spawns a networked vehicle on your current coords
     local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
     -- removes model from game memory as we no longer need it
     STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
     -- sleep for 2s
     script:sleep(2000)
     ENTITY.DELETE_ENTITY(spawnedVehicle)
end)
  • Parameters:
    • name (string): name of your new looped script
    • func (function): function that will be executed in a forever loop.

Example Usage:

script.register_looped(name, func)

run_in_fiber(func)

Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep. Example Usage:

script.run_in_fiber(function (script)
     -- sleep until next game frame
     script:yield()

     local ModelHash = joaat("adder")
     if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
     STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
     while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
         script:yield()
     end
     local myPed = PLAYER.PLAYER_PED_ID()
     local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
     -- Spawns a networked vehicle on your current coords
     local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
     -- removes model from game memory as we no longer need it
     STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
     -- sleep for 2s
     script:sleep(2000)
     ENTITY.DELETE_ENTITY(spawnedVehicle)
end)
  • Parameters:
    • func (function): function that will be executed once in the fiber pool.

Example Usage:

script.run_in_fiber(func)

is_active(script_name)

Returns true if the specified script is currently active/running. Example Usage:

local is_freemode_active = script.is_active("freemode")
  • Parameters:
    • script_name (string): The name of the script.

Example Usage:

script.is_active(script_name)

execute_as_script(script_name, func)

  • Parameters:
    • script_name (string): Target script thread.
    • func (function): Function that will be executed once in the script thread.

Example Usage:

script.execute_as_script(script_name, func)

add_patch(script_name, name, pattern, offset, _patch)

Adds a patch for the specified script. Example Usage:

script.add_patch("fm_content_xmas_truck", "Flickering Fix", "56 ? ? 4F ? ? 40 ? 5D ? ? ? 74", 0, {0x2B, 0x00, 0x00})
  • Parameters:
    • script_name (string): The name of the script.
    • name (string): The name of the patch.
    • pattern (string): The pattern to scan for within the script.
    • offset (integer): The position within the pattern.
    • _patch (table): The bytes to be written into the script's bytecode.

Example Usage:

script.add_patch(script_name, name, pattern, offset, _patch)

start_launcher_script(script_name)

Tries to start a launcher script. Needs to be called in the fiber pool or a loop. Example Usage:

script.run_in_fiber(function()
     script.start_launcher_script("am_hunt_the_beast")
end)
  • Parameters:
    • script_name (string): The name of the script.

Example Usage:

script.start_launcher_script(script_name)