ESX = nil Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end PlayerLoaded = true ESX.PlayerData = ESX.GetPlayerData() end) RegisterKeyMapping('revive:menu', Translation[config.Locale]['revive:menu_desc'], 'keyboard', 'insert') RegisterCommand('revive:menu', function(source, args, rawCommand) openMenu() end) RegisterNetEvent('esx:playerLoaded') AddEventHandler('esx:playerLoaded', function(xPlayer) ESX.PlayerData = xPlayer PlayerLoaded = true end) _menuPool = NativeUI.CreatePool() local mainMenu local isBusy = false local PlayerLoaded = false Citizen.CreateThread(function() while true do _menuPool:ProcessMenus() local playerPed = PlayerPedId() local playerCoords = GetEntityCoords(playerPed) Citizen.Wait(1) end end) function openMenu() mainMenu = NativeUI.CreateMenu(Translation[config.Locale]['title'], Translation[config.Locale]['desc']) _menuPool:Add(mainMenu) local reviveItem = NativeUI.CreateItem(Translation[config.Locale]['revive_title'], Translation[config.Locale]['revive_desc']) mainMenu:AddItem(reviveItem) local healBigItem = NativeUI.CreateItem(Translation[config.Locale]['heal_big_title'], Translation[config.Locale]['heal_big_desc']) mainMenu:AddItem(healBigItem) local healSmallItem = NativeUI.CreateItem(Translation[config.Locale]['heal_small_title'], Translation[config.Locale]['heal_small_desc']) mainMenu:AddItem(healSmallItem) reviveItem.Activated = function(sender, index) revivePlayer(closestPlayer) end healBigItem.Activated = function(sender, index) healPlayerBig(closestPlayer) end healSmallItem.Activated = function(sender, index) healPlayerSmall(closestPlayer) end mainMenu:Visible(true) _menuPool:MouseEdgeEnabled(false) end function ShowNotification(text) SetNotificationTextEntry('STRING') AddTextComponentString(text) DrawNotification(false, true) end function revivePlayer(closestPlayer) isBusy = true ESX.TriggerServerCallback('WSRevive:getItemAmount', function(quantity) if quantity > 0 then local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer() local closestPlayerPed = GetPlayerPed(closestPlayer) if closestPlayer == -1 or closestDistance > 3.0 then ShowNotification(Translation[config.Locale]['no_players']) else if IsPedDeadOrDying(closestPlayerPed, 1) then local playerPed = PlayerPedId() local lib, anim = 'mini@cpr@char_a@cpr_str', 'cpr_pumpchest' ShowNotification(Translation[config.Locale]['revive_inprogress']) for i=1, 15 do Citizen.Wait(900) ESX.Streaming.RequestAnimDict(lib, function() TaskPlayAnim(playerPed, lib, anim, 8.0, -8.0, -1, 0, 0.0, false, false, false) end) end TriggerServerEvent('WSRevive:removeItem', config.reviveItem) TriggerServerEvent('WSRevive:revive', GetPlayerServerId(closestPlayer)) else ShowNotification(Translation[config.Locale]['player_not_unconscious']) end end else ShowNotification(Translation[config.Locale]['not_enough_medikit']) end isBusy = false end, config.reviveItem) end function healPlayerSmall(closestPlayer) isBusy = true ESX.TriggerServerCallback('WSRevive:getItemAmount', function(quantity) if quantity > 0 then local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer() local closestPlayerPed = GetPlayerPed(closestPlayer) local health = GetEntityHealth(closestPlayerPed) if closestPlayer == -1 or closestDistance > 3.0 then ShowNotification(Translation[config.Locale]['no_players']) else if health > 0 then local playerPed = PlayerPedId() isBusy = true ShowNotification(Translation[config.Locale]['heal_inprogress']) TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true) Citizen.Wait(10000) ClearPedTasks(playerPed) TriggerServerEvent('WSRevive:removeItem', config.healItemSmall) TriggerServerEvent('WSRevive:heal', GetPlayerServerId(closestPlayer), 'small') ShowNotification(Translation[config.Locale]['heal_complete']) isBusy = false else ShowNotification(Translation[config.Locale]['player_not_conscious']) end end else ShowNotification(Translation[config.Locale]['not_enough_bandage']) end end, config.healItemSmall) end function healPlayerBig(closestPlayer) isBusy = true ESX.TriggerServerCallback('WSRevive:getItemAmount', function(quantity) if quantity > 0 then local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer() local closestPlayerPed = GetPlayerPed(closestPlayer) local health = GetEntityHealth(closestPlayerPed) if closestPlayer == -1 or closestDistance > 3.0 then ShowNotification(Translation[config.Locale]['no_players']) else if health > 0 then local playerPed = PlayerPedId() isBusy = true ShowNotification(Translation[config.Locale]['heal_inprogress']) TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true) Citizen.Wait(10000) ClearPedTasks(playerPed) TriggerServerEvent('WSRevive:removeItem', config.healItemBig) TriggerServerEvent('WSRevive:heal', GetPlayerServerId(closestPlayer), 'big') ShowNotification(Translation[config.Locale]['heal_complete']) isBusy = false else ShowNotification(Translation[config.Locale]['player_not_conscious']) end end else ShowNotification(Translation[config.Locale]['not_enough_medikit']) end end, config.healItemBig) end function onPlayerDeath() isDead = true TriggerServerEvent('WSRevive:setDeathStatus', true) end AddEventHandler('esx:onPlayerDeath', function(date) onPlayerDeath() end) RegisterNetEvent('WSRevive:revive') AddEventHandler('WSRevive:revive', function() local playerPed = PlayerPedId() local coords = GetEntityCoords(playerPed) TriggerServerEvent('WSRevive:setDeathStatus', false) local formattedCoords = { x = ESX.Math.Round(coords.x, 1), y = ESX.Math.Round(coords.y, 1), z = ESX.Math.Round(coords.z, 1) } RespawnPed(playerPed, formattedCoords, 0.0) StopScreenEffect('DeathFailOut') end) function RespawnPed(ped, coords, heading) SetEntityCoordsNoOffset(ped, coords.x, coords.y, coords.z, false, false, false, true) NetworkResurrectLocalPlayer(coords.x, coords.y, coords.z, heading, true, false) SetPlayerInvincible(ped, false) ClearPedBloodDamage(ped) TriggerServerEvent('esx:onPlayerSpawn') TriggerEvent('esx:onPlayerSpawn') TriggerEvent('playerSpawned') end RegisterNetEvent('WSRevive:heal') AddEventHandler('WSRevive:heal', function(healType, quiet) local playerPed = PlayerPedId() local maxHealth = GetEntityMaxHealth(playerPed) if healType == 'small' then local health = GetEntityHealth(playerPed) local newHealth = math.min(maxHealth, math.floor(health + maxHealth / 8)) SetEntityHealth(playerPed, newHealth) elseif healType == 'big' then SetEntityHealth(playerPed, maxHealth) end if not quiet then ShowNotification(Translation[config.Locale]['healed']) end end)
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end