local loadingScreenFinished = false local ready = false local isInCreator = false local creatorCam = nil local lastData = {} local lastSpawnpoint = nil RegisterNUICallback("quit", function(data, cb) cb(true) TriggerServerEvent("cataleya_charcreator:quit") end) RegisterNUICallback("register", function(data, cb) TriggerServerEvent("esx_identity:registerIdentity", data) ESX.TriggerServerCallback('esx_identity:registerIdentity', function(callback) if not callback then return end SendNUIMessage({ eventName = "setUIVisibility", visible = true, stage = 2 }) end, data) cb(true) end) RegisterNUICallback("rotate", function(data, cb) SetEntityHeading(PlayerPedId(), (Config.Position.w + data.value) + 0.0) cb(true) end) RegisterNUICallback("finish", function(data, cb) SendNUIMessage({ eventName = "setUIVisibility", visible = false }) SwitchOutPlayer(PlayerPedId(), 0, 1) while (GetPlayerSwitchState() ~= 5) do Wait(0) end Wait(255) if (not lastSpawnpoint) then SetFocusPosAndVel(Config.SpawnPoint.x, Config.SpawnPoint.y, Config.SpawnPoint.z, 0.0, 0.0, 0.0) else SetFocusPosAndVel(lastSpawnpoint.x, lastSpawnpoint.y, lastSpawnpoint.z, 0.0, 0.0, 0.0) end Wait(50) if (not lastSpawnpoint) then local playerPed = PlayerPedId() FreezeEntityPosition(playerPed, true) SetEntityCoordsNoOffset(playerPed, Config.SpawnPoint.x, Config.SpawnPoint.y, Config.SpawnPoint.z, false, false, false) SetEntityHeading(playerPed, Config.SpawnPoint.w) else local playerPed = PlayerPedId() FreezeEntityPosition(playerPed, true) SetEntityCoordsNoOffset(playerPed, lastSpawnpoint.x, lastSpawnpoint.y, lastSpawnpoint.z, false, false, false) SetEntityHeading(playerPed, 0.0) end Wait(500) SetNuiFocus(false, false) if (creatorCam) then DestroyCam(creatorCam, true) end RenderScriptCams(false, false, 0, true, true) TriggerServerEvent("cataleya_charcreator:ResetPlayerRoutingBucket") TriggerEvent('skinchanger:getSkin', function(skin) TriggerServerEvent('esx_skin:save', skin) end) Wait(200) FreezeEntityPosition(PlayerPedId(), false) isInCreator = false Config.ShowHUD() TriggerEvent("isCreatingCharacter", false) SwitchInPlayer(PlayerPedId()) TriggerEvent("c_einreise:openUI") lastSpawnpoint = nil cb(true) end) function ConvertSkinchanger(data) local t = {} for key, value in pairs(data) do t[value.name] = value end return t end RegisterNUICallback("selectGender", function(data, cb) local components = json.decode(json.encode(GetDefaultComponents())) components.sex = data.gender TriggerEvent('skinchanger:loadSkin', components) UpdateComponents() cb(true) end) RegisterNUICallback("updateValue", function(data, cb) TriggerEvent('skinchanger:change', data.name, tonumber(data.value)) if (not creatorCam) then return cb(true) end local dataComponent = lastData[data.name] local heading = GetEntityHeading(PlayerPedId()) SetEntityHeading(PlayerPedId(), Config.Position.w + 0.0) local offsetPos = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, dataComponent.zoomOffset, dataComponent.camOffset) SetEntityHeading(PlayerPedId(), heading) local camPos = vector3(offsetPos.x, offsetPos.y, offsetPos.z) local camRotation = GetCamRot(creatorCam, 0) local newCam = CreateCamFunc(camPos, camRotation, GetCamFov(creatorCam), false) SetCamActiveWithInterp(newCam, creatorCam, 3000, 1, 1) DestroyCam(creatorCam, true) creatorCam = newCam cb(true) end) function UpdateComponents() local components = json.decode(json.encode(GetDefaultComponents())) local maxComponents = nil local result = {} TriggerEvent("skinchanger:getData", function(data, max) lastData = ConvertSkinchanger(data) maxComponents = max end) while (not maxComponents) do Wait(0) end for key, value in pairs(Config.Components) do if (value.category) then value.max = maxComponents[value.name] table.insert(result, value) end end SendNUIMessage({ eventName = "updateComponents", components = result }) end RegisterNUICallback("zoom", function(data, cb) if (not creatorCam) then return cb(true) end local newFov = GetCamFov(creatorCam) if (data.direction == "in") then newFov = newFov - Config.CamZoomAmount else newFov = newFov + Config.CamZoomAmount end newFov = math.max(Config.CamMinFov, math.min(Config.CamMaxFov, newFov)) + 0.0 SetCamFov(creatorCam, newFov) cb(true) end) CreateThread(function() if (ESX.IsPlayerLoaded()) then loadingScreenFinished = true end end) RegisterNetEvent('esx_identity:alreadyRegistered', function() while not loadingScreenFinished do Wait(100) end TriggerEvent('esx_skin:playerRegistered') end) RegisterNetEvent('esx_identity:setPlayerData', function(data) SetTimeout(1, function() ESX.SetPlayerData("name", ('%s %s'):format(data.firstName, data.lastName)) ESX.SetPlayerData('firstName', data.firstName) ESX.SetPlayerData('lastName', data.lastName) ESX.SetPlayerData('dateofbirth', data.dateOfBirth) ESX.SetPlayerData('sex', data.sex) ESX.SetPlayerData('height', data.height) end) end) AddEventHandler('esx:loadingScreenOff', function() loadingScreenFinished = true end) RegisterNUICallback('ready', function(data, cb) ready = true cb(true) end) RegisterNetEvent('esx_identity:showRegisterIdentity', function(stage, otherStuff) if (stage or otherStuff) then lastSpawnpoint = GetEntityCoords(PlayerPedId()) end isInCreator = true Config.HideHUD() TriggerEvent("isCreatingCharacter", true) TriggerServerEvent("cataleya_charcreator:SetPlayerRoutingBucket") DoScreenFadeOut(0) SetFocusPosAndVel(Config.Position.x, Config.Position.y, Config.Position.z, 0.0, 0.0, 0.0) TriggerEvent('esx_skin:resetFirstSpawn') while not (ready and loadingScreenFinished) do Wait(0) end Wait(50) CreateThread(function() while (isInCreator) do ForcePedMotionState(PlayerPedId(), 0x9072A713, true, 1, false) Wait(0) end end) RenderScriptCams(false, false, 0, false, false) DestroyAllCams(true) DestroyAllCams(false) local playerPed = PlayerPedId() FreezeEntityPosition(playerPed, true) SetEntityCoordsNoOffset(playerPed, Config.Position.x, Config.Position.y, Config.Position.z, false, false, false) SetEntityHeading(playerPed, Config.Position.w) local offsetPos = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 1.5, 0.0) local bonePos = GetPedBoneCoords(PlayerPedId(), 12844, 0, 0, 0) local camPos = vector3(offsetPos.x, offsetPos.y, bonePos.z) local rx = GetEntityRotation(PlayerPedId(), 2) local camRotation = rx + vector3(0.0, 0.0, 180) creatorCam = CreateCamFunc(camPos, camRotation, 100.0, true) RenderScriptCams(true, false, 0, false, false) TriggerEvent('skinchanger:loadSkin', GetDefaultComponents()) Wait(500) SetNuiFocus(true, true) DoScreenFadeIn(250) SendNUIMessage({ eventName = "setUIVisibility", visible = true, settings = Config.IdentitySettings, discordLink = Config.DiscordLink, description = Config.Description, stage = stage or nil, blockBack = stage ~= nil }) end) RegisterCommand("debugCreator", function() TriggerEvent('esx_identity:showRegisterIdentity') end, false) function CreateCamFunc(position, rotation, fov, active) local cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", active) SetCamCoord(cam, position.x, position.y, position.z) SetCamFov(cam, fov) SetCamRot(cam, rotation.x, rotation.y, rotation.z, 0) return cam 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