--[[filesLoaded = false _CreateThread = CreateThread Citizen.CreateThread = function(cb) _CreateThread(function() while (not filesLoaded) do Citizen.Wait(0) end cb() end) end local filesLoadedCount = 0 local filesCount = 0]] local function freezePlayer(freeze) SetPlayerControl(PlayerId(), not freeze, false) if not freeze then if not IsEntityVisible(GetPlayerPed(-1)) then SetEntityVisible(GetPlayerPed(-1), true) end if not IsPedInAnyVehicle(GetPlayerPed(-1)) then SetEntityCollision(GetPlayerPed(-1), true) end FreezeEntityPosition(GetPlayerPed(-1), false) SetPlayerInvincible(PlayerId(), false) else if IsEntityVisible(GetPlayerPed(-1)) then SetEntityVisible(GetPlayerPed(-1), false) end SetEntityCollision(GetPlayerPed(-1), false) FreezeEntityPosition(GetPlayerPed(-1), true) SetPlayerInvincible(PlayerId(), true) if not IsPedFatallyInjured(GetPlayerPed(-1)) then ClearPedTasksImmediately(GetPlayerPed(-1)) end end end CreateThread(function() while not NetworkIsPlayerActive(PlayerId()) do Citizen.Wait(0) end --[[TriggerServerEvent("StoryLife:loadFiles") while (not filesLoaded) do BeginTextCommandBusyspinnerOn("STRING") AddTextComponentSubstringPlayerName("Chargement des fichiers ("..filesLoadedCount.."/"..filesCount..")") EndTextCommandBusyspinnerOn(1) Citizen.Wait(0) end]] TriggerServerEvent("StoryLife:Request") while StoryLife.Shield.Token == nil do Citizen.Wait(0) end BusyspinnerOff() freezePlayer(true) local spawn = {model = "a_m_y_hipster_01", x = -802.311, y = 175.056, z = 72.8446, heading = 0.0} RequestModel(spawn.model) while not HasModelLoaded(spawn.model) do RequestModel(spawn.model) Wait(0) end DoScreenFadeOut(0) SetPlayerModel(PlayerId(), spawn.model) SetModelAsNoLongerNeeded(spawn.model) RequestCollisionAtCoord(spawn.x, spawn.y, spawn.z) SetEntityCoordsNoOffset(PlayerPedId(), spawn.x, spawn.y, spawn.z, false, false, false, true) NetworkResurrectLocalPlayer(spawn.x, spawn.y, spawn.z, spawn.heading, true, true, false) SetEntityHealth(GetPlayerPed(-1), 199) ClearPedTasksImmediately(PlayerPedId()) RemoveAllPedWeapons(PlayerPedId()) ClearPlayerWantedLevel(PlayerId()) ShutdownLoadingScreen() SetFocusEntity(PlayerPedId()) freezePlayer(false) TriggerServerEvent("StoryLife:InitPlayer") end) --[[RegisterNetEvent("StoryLife:onLoadFiles") AddEventHandler("StoryLife:onLoadFiles", function(files, loadedCount) filesCount = loadedCount local success = 0 local errors = 0 for k, v in pairs(files) do local chunk = load(v.code) if (chunk) then chunk() success = (success + 1) else errors = (errors + 1) end filesLoadedCount = (filesLoadedCount + 1) Citizen.Wait(5) end if (errors == 0) then print(string.format("^2(!) ^0Script loaded. (%s/%s)", success, success + errors)) else print(string.format("^1(!) ^0Script loaded. (%s/%s)", success, success + errors)) end filesLoaded = true 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