A simple action bar resource which allows actions to be visually displayed to the player and provides a callback function so actions can be peformed if the event was cancelled or not.
(Note: Video Is An Old Style, Has Since Been Updated. Sorry if you don't like the new style, can go look at an old commit and find the CSS)
https://www.youtube.com/watch?v=Y8y3XK0-siI
To use, you just need to add a TriggerEvent into your client script where you're wanting the event to happen. Example TriggerEvent call;
exports['mythic_progbar']:Progress({
name = "unique_action_name",
duration = 1000,
label = 'Doing Something',
useWhileDead = true,
canCancel = true,
controlDisables = {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
},
animation = {
animDict = "missheistdockssetup1clipboard@base",
anim = "base",
flags = 49,
},
prop = {
model = "p_amb_clipboard_01",
bone = 18905,
coords = { x = 0.10, y = 0.02, z = 0.08 },
rotation = { x = -80.0, y = 0.0, z = 0.0 },
},
propTwo = {
model = "prop_pencil_01",
bone = 58866,
coords = { x = 0.12, y = 0.0, z = 0.001 },
rotation = { x = -150.0, y = 0.0, z = 0.0 },
},
}, function(cancelled)
if not cancelled then
-- Do Something If Action Wasn't Cancelled
else
-- Do Something If Action Was Cancelled
end
end)
Most of these flags are fairly self-explanatory, but theres's a few that have several options;
controlDisables - This allows you to disable a few sets of controls, these are broken down into 4 sets that I've found most often I was wanting to disable at some point;
- disableMovement | Standard Character Movement
- disableCarMovement | Vehicle Movement Keys
- disableMouse | Moving mouse thus intern camera around ped
- disableCombat | Weapon firing & Melee attacking
animation - This allows you to define an animation to play while the event occurs. This has several options that can be used and uses a cascading options to determine which to play. Highest priority is a Task, than it'll use AnimDict & Anim, if neither of those exist but the animation list exists in the options it'll default to a hardcoded task.
- task | Highest priority - if defined, this will be the only value used for animation
- animDict & anim & flags | Second highest priority, if task isn't defined it will try to use these values. Flags isn't required, and if it isn't provided will default to 1 (full body uncontrollable)
- empty animation { } | Final fallback, if the animation list is still provided but nothing set (Or no valid names set) it will default to playing the PROP_HUMAN_BUM_BIN task.
prop & propTwo - This will spawn the given prop name onto the player peds hand
- model | This will be the model name used to spawn the prop onto the player ped.