EXPORTS & EVENTS
This guide explains how to utilize events and exports with the onex-creation script. It assists you in opening menus, fetching data, and loading player models.
IMPORTANT NOTE ➤ You should be familiar with Lua and the basics of FiveM events and exports. It's also helpful to have some basic knowledge of HTML and CSS.
OPEN MENU
By using this event or export you can open emote menu.
TriggerEvent('onex-emotes:client:OpenMenu')
IS MENU OPEN?
return value :
boolean
--return boolean
exports['onex-emotes']:isMenuOpen()
PLAY EMOTE
With this event or export, you can play any emote without needing to open the menu. It is useful for animations like eating food or other scenarios.
ARGUMENTS :
category
:string
- EXAMPLE VALUE:
all_emotes
orvalid_emote_categ
You can also use
all_emotes
as the category, so you don't need to specify each time which category your desired emote belongs to.- EXAMPLE VALUE:
emote_name
:string
ped
:number
(optional)If you set this to
false
, it will use the default valuePlayerPedId()
. To have a different player/ped play the animation, specify that player/ped.
coords
:vector3
(optional)A vector3 representing the coordinates where the emote will be played. As this is optional, you can also set it to
false
, which will play the emote at the player's current position.
rotation
:vector3
(optional)A vector3 representing the rotation of the player. When the emote is played, the ped's rotation will change if this value is not false/nil. You can also set it to
false
, which will use the player's current rotation.
-- category : string, emote_name : string, ped : number, coords : vector3, rotation : vector3
TriggerEvent('onex-emotes:client:PlayEmote' , categ, ename, ped, coords, rot)
CANCEL EMOTE
Cancel playing aniamtion.
-- force : boolean (optional)
TriggerEvent('onex-emotes:client:CancelEmote' , force)
[GET/SET] CAN CANCEL EMOTE?
SET
Set the state to determine if the emote can be canceled at this moment, either by a trigger or by the player.
-- boolean
TriggerEvent('onex-emotes:client:setCanCancelEmote' , boolean)
GET
Set the state to determine if the emote can be canceled at this moment, either by a trigger or by the player.
exports['onex-emotes']:CanCancelEmote()
[SET/GET] CAN PLAYER PLAY EMOTE
SET
You can use this to block or unblock the emote from playing.
ARGUMENTS :
canplay
:boolean
-- canplay : boolean
TriggerEvent('onex-emotes:client:setCanPlayEmote' , boolean)
GET
Use this export to know can player right now play emote or not.
ARGUMENTS :
canplay
:boolean
-- canplay : boolean
exports['onex-emotes']:CanPlayEmote()
HANDLE WALK STYLE
SET WALK STYLE
Use this export to change current walk style.
RESET WALK STYLE :
For resetting walk style to default , pass
walk_styleName
argument value toreset
.
walk_styleName
: string
--> reset
exports['onex-emotes']:setWalkstyle(walk_styleName)
RESTORE WALK STYLE
Use this to restore the walking style. If you've reset the walking style for a task and want to reapply the previously saved style, you can achieve that with this export.
exports['onex-emotes']:restoreWalkStyle()
HANDLE EXPRESSION
SET EXPRESSION
Use this export to change current expression.
RESET EXPRESSION :
For resetting expression to default , pass
expression_name
argument value toreset
.
expression_name
: string
--> reset
exports['onex-emotes']:setExpression(expression_name)
RESTORE EXPRESSION
Use this to restore the face expression. If you've reset the expression for a task and want to reapply the previously saved style, you can achieve that with this export.
exports['onex-emotes']:restoreExpression()
GET EMOTES OBJECT
To access the Emotes
object, inside onex-emotes/shared/emotes.lua
.
exports['onex-emotes']:RetrieveEmotes()
[SET/GET]EMOTE SETTINGS STATE
SET
This is the Emote Menu's upper section:
If a player has enabled or disabled any of these options via the menu, you can also control these settings programmatically through an event.
USE CASE: Suppose you are playing a food animation, and you need to enable or disable the movement button accordingly. You can achieve this by setting up the configuration as shown below.
-- types -> [key : string] : [value (true/false) : string]
local Settings = {
["canmovealways"] = 'true',
["emoteloop"] = 'false',
["upperbody"] = 'true',
["canmovealways"] = 'true',
["preview"] = 'false',
}
exports['onex-emotes']:setEmoteSettingState(Settings)
If you don’t want to modify a particular setting, such as emoteloop
, simply exclude it from the Settings
table. For instance, if you only want to control the upperbody
setting, you can do so like this:
-- types -> [key : string] : [value (true/false) : string]
local Settings = {
["upperbody"] = 'true',
}
exports['onex-emotes']:setEmoteSettingState(Settings)
GET
It will help you to know the current player settings weather its canmovealways
or any settings you can know.
KEY'S ARE :
canmovealways
emoteloop
upperbody
preview
It will RETURN :
string
-- key : string
exports['onex-emotes']:getEmoteSettingState(key)