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@IDarthVaderX1 This is for GTA V singleplayer.
@NoCoN Doubt it; no one else has ever had an(y) issue with this, and so far you're the only one saying what you're saying, so I can't help that the same exact script works for me and everyone else who installs correctly, especially when you're also being vague with no useful information regarding what you've done and so on.
@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.