How to use Functions

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Summary[edit]

Functionality is split up into: Variables, Functions, Properties, Methods, and Events.

Variable - A variable, that can be read and/or written to without () brackets, which is either global or in a namespace.
Function - A function, that can be called, which is either global or in a namespace.
Property - An OOP property, that can be read and/or written to without () brackets, which is used on an object.
Method - An OOP method, that can be called, which is used on an object.

Inheritance[edit]

Some types inherit functionality from other types, for example, type Player inherits type Ped, meaning that type Player has 100% of the functionality that Ped has.
Visit the node relations page for a full list of class inheritance.

Examples[edit]

Lua, Client-Side, Variable:

if debugMode then -- debugMode is a variable
    outputChatBox('Debug mode is enabled for you!', COLOUR_GREEN)
end

Lua, Server-Side, Function:

outputChatBox('This message will be shown in the chat box!', COLOUR_GREEN) -- outputChatBox is a function

Lua, Server-Side, Property:

addEventHandler('onPlayerJoined', function(event,client)
    outputChatBox(client.player.name .. ' has joined the server!', COLOUR_GREEN) -- name is a property of type Element (type Player inherits functionality of Element)
end)

Lua, Server-Side, Method:

addEventHandler('onPlayerJoined', function(event,client)
    client.player:setData('dataKey1', 'dataValue', false) -- setData is a method of type Element (type Player inherits functionality of Element)
end)