RegisterNetEvent("gas_station:Notify") AddEventHandler("gas_station:Notify", function(type,msg) -- Você pode mudar a notificação como desejar SendNUIMessage({ notification = msg, notification_type = type, }) -- local prefix = "" -- if type == "negado" then -- prefix = "~r~" -- elseif type == "importante" then -- prefix = "~y~" -- elseif type == "sucesso" then -- prefix = "~g~" -- end -- SetNotificationTextEntry("STRING") -- AddTextComponentString(prefix..msg) -- DrawNotification(false, false) end) function DrawMarker_blip(x,y,z) DrawMarker(21,x,y,z-0.6,0,0,0,0.0,0,0,0.5,0.5,0.4,255,0,0,50,0,0,0,1) end function DrawMarker_truck(x,y,z) DrawMarker(39,x,y,z-0.6,0,0,0,0.0,0,0,1.0,1.0,1.0,255,0,0,50,0,0,0,1) end function DrawText3D2(x,y,z, text, size) local onScreen,_x,_y=World3dToScreen2d(x,y,z) local px,py,pz=table.unpack(GetGameplayCamCoords()) local dist = #(vector3(px,py,pz) - vector3(x,y,z)) local scale = (1/dist)*2 local fov = (1/GetGameplayCamFov())*100 local scale = scale*fov if onScreen then SetTextScale(0.0*scale, size*scale) SetTextFont(0) SetTextProportional(1) SetTextDropshadow(0, 0, 0, 0, 255) SetTextEdge(2, 0, 0, 0, 150) SetTextDropShadow() SetTextOutline() SetTextEntry("STRING") SetTextCentre(1) AddTextComponentString(text) DrawText(_x,_y) end end function drawTxt(text,font,x,y,scale,r,g,b,a) SetTextFont(font) SetTextScale(scale,scale) SetTextColour(r,g,b,a) SetTextOutline() SetTextCentre(1) SetTextEntry("STRING") AddTextComponentString(text) DrawText(x,y) end ----------------------------------------------------------------------------------------------------------------------------------------- -- spawnVehicle ----------------------------------------------------------------------------------------------------------------------------------------- function spawnVehicle(name,x,y,z,h) local mhash = GetHashKey(name) while not HasModelLoaded(mhash) do RequestModel(mhash) Citizen.Wait(10) end if HasModelLoaded(mhash) then vehicle = CreateVehicle(mhash,x,y,z+0.5,h,true,false) local networkId = NetworkGetNetworkIdFromEntity(vehicle) SetNetworkIdCanMigrate(networkId, true) SetEntityAsMissionEntity(vehicle, true, false) SetVehicleHasBeenOwnedByPlayer(vehicle, true) SetVehicleNeedsToBeHotwired(vehicle, false) SetVehRadioStation(vehicle, 'OFF') SetModelAsNoLongerNeeded(mhash) SetVehicleNumberPlateText(vehicle,Lang[Config.lang]['truck_plate']) SetVehicleFuelLevel(vehicle,100.0) DecorSetFloat(vehicle, "_FUEL_LEVEL", GetVehicleFuelLevel(vehicle)) blip = AddBlipForEntity(vehicle) SetBlipSprite(blip,477) SetBlipColour(blip,26) SetBlipAsShortRange(blip,false) BeginTextCommandSetBlipName("STRING") AddTextComponentString(Lang[Config.lang]['truck_blip']) EndTextCommandSetBlipName(blip) end return vehicle,blip end ----------------------------------------------------------------------------------------------------------------------------------------- -- addBlip ----------------------------------------------------------------------------------------------------------------------------------------- function addBlip(x,y,z,idtype,idcolor,text,scale) if idtype ~= 0 then local blip = AddBlipForCoord(x,y,z) SetBlipSprite(blip,idtype) SetBlipAsShortRange(blip,true) SetBlipColour(blip,idcolor) SetBlipScale(blip,scale) if text then BeginTextCommandSetBlipName("STRING") AddTextComponentString(text) EndTextCommandSetBlipName(blip) end return blip end end Citizen.CreateThread(function() for k,v in pairs(Config.gas_station_locations) do local x,y,z = table.unpack(v.coord) local blips = Config.gas_station_types[v.type].blips addBlip(x,y,z,blips.id,blips.color,blips.name,blips.scale) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- IsSpawnPointClear ----------------------------------------------------------------------------------------------------------------------------------------- function EnumerateEntitiesWithinDistance(entities, isPlayerEntities, coords, maxDistance) local nearbyEntities = {} if coords then coords = vector3(coords.x, coords.y, coords.z) else local playerPed = PlayerPedId() coords = GetEntityCoords(playerPed) end for k,entity in pairs(entities) do local distance = #(coords - GetEntityCoords(entity)) if distance <= maxDistance then table.insert(nearbyEntities, isPlayerEntities and k or entity) end end return nearbyEntities end local entityEnumerator = { __gc = function(enum) if enum.destructor and enum.handle then enum.destructor(enum.handle) end enum.destructor = nil enum.handle = nil end } function EnumerateEntities(initFunc, moveFunc, disposeFunc) return coroutine.wrap(function() local iter, id = initFunc() if not id or id == 0 then disposeFunc(iter) return end local enum = {handle = iter, destructor = disposeFunc} setmetatable(enum, entityEnumerator) local next = true repeat coroutine.yield(id) next, id = moveFunc(iter) until not next enum.destructor, enum.handle = nil, nil disposeFunc(iter) end) end function EnumerateVehicles() return EnumerateEntities(FindFirstVehicle, FindNextVehicle, EndFindVehicle) end GetVehicles = function() local vehicles = {} for vehicle in EnumerateVehicles() do table.insert(vehicles, vehicle) end return vehicles end GetVehiclesInArea = function(coords, maxDistance) return EnumerateEntitiesWithinDistance(GetVehicles(), false, coords, maxDistance) end IsSpawnPointClear = function(coords, maxDistance) return #GetVehiclesInArea(coords, maxDistance) == 0 end ----------------------------------------------------------------------------------------------------------------------------------------- -- createBlip ----------------------------------------------------------------------------------------------------------------------------------------- function createBlip(x,y,z) blip = AddBlipForCoord(x,y,z) SetBlipSprite(blip,478) SetBlipColour(blip,5) SetBlipAsShortRange(blip,false) BeginTextCommandSetBlipName("STRING") AddTextComponentString(Lang[Config.lang]['blip_route']) EndTextCommandSetBlipName(blip) SetBlipRoute(blip, 1) return blip end ----------------------------------------------------------------------------------------------------------------------------------------- -- showScaleform ----------------------------------------------------------------------------------------------------------------------------------------- function showScaleform(title, desc, sec) function Initialize(scaleform) local scaleform = RequestScaleformMovie(scaleform) while not HasScaleformMovieLoaded(scaleform) do Citizen.Wait(0) end PushScaleformMovieFunction(scaleform, "SHOW_SHARD_WASTED_MP_MESSAGE") PushScaleformMovieFunctionParameterString(title) PushScaleformMovieFunctionParameterString(desc) PopScaleformMovieFunctionVoid() return scaleform end scaleform = Initialize("mp_big_message_freemode") while sec > 0 do sec = sec - 0.02 Citizen.Wait(0) DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255, 0) end SetScaleformMovieAsNoLongerNeeded(scaleform) 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