How to use Functions
Summary
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
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
Lua, Client-Side, Variable:
if debugMode then -- debugMode is a variable
message('Debug mode is enabled for you!', COLOUR_GREEN)
end
Lua, Server-Side, Function:
message('This message will be shown in the chat box!', COLOUR_GREEN) -- message is a function
Lua, Server-Side, Property:
addEventHandler('onPlayerJoined', function(event,client)
message(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)