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@superjaja05 Hmm I did not notice/realize that "unload" was a thing (a global variable expecting a function) in the original, however, setting/manipulating globals (especially "internal" use ones like this one) are both "unsupported" and very strongly discouraged (and may be blocked in the future, we'll see, for the "internal use" ones at least). The correct way to do a script/module unload function here is to return a table at the very end of your script containing a key-value pair (with "stop" being the key and a function being it's value), as you can also see in the main example script at https://github.com/JayMontana36/LuaPlugin-GTAV/blob/master/GameDir-GTAV/scripts/ScriptsDir-Lua/Modules/ExampleBase.lua (I will need to update the wiki to re-document this as well). Overall, the key-value pairs that are supported/acknowledged for a script/module when returned within a table here are ("init" and ("loop" or "tick") and ("stop" or "unload")).
@Evil_Lives2022 You don't put them anywhere, you leave them exactly where they are, in the folders that they are in; you maintain the same directory structure, they are all where they are for a reason, and moving or putting them elsewhere will cause everything to break and not work correctly as intended.
@Viiiinx it will vary from script to script, but you can take a look at the example scripts (included in the "ForDevelopers" version) and the documentation/wiki to gather how it could be done; there are also other scripts (which I've posted) that you can compare (specifically the vehicle HUD script that was ported from FiveM to JM36 Lua Plugin twice now).
@anon23623 What do you mean by that, like a static display indicating enabled/disabled/active/inactive? I have thought about doing so awhile ago, but there exists many other HUDs already (and it may anger people or create conflict to add an indication), and this is simple (and well written) enough to not need an indication as it is either on or off and you can tell if you are unable to accelerate or brake or are moving with no input. If I design my own HUD however, I will consider.
@Viiiinx You can convert/adapt FiveM Lua scripts to work with this, overall it isn't too different anymore and in some cases you can very easily do it with minimal changes needed.
@JoyLucien The Lua script files inside the "addins" folder go into the "Modules" folder; in theory however, it *should* just automatically migrate these for you, unless that's been broken now or something.
@szw200808 Unfortunately that is not really possible to just do via scripting alone, it requires a lot more, though in FiveM has pretty much been made easy to do; I'm not sure if there'll be a circular minimap port for SP, especially as it requires more than just scripting.
@jp615 Ah, the installation guide now only applies to the source code downloads on GitHub; the releases here on GTA5-Mods have been restructured, and are now instead pretty much just drag and drop into your game folder where the GTA5.exe is located, I will update the instruction when I have the time.
@JoyLucien Like it said in the comment above yours, you put old Lua script files from "addins" into "Modules" instead and it will work.
@defiant Yes you can delete the Example Lua files from the Modules folder; as far as Lua is concerned, they are all empty/blank and do nothing at all by default anyways, though I now just realized that I mistakenly included the examples in the user version/release, I'll have to remember to not include them next time.