Client exports
Exports
setSpawnOverride
Pass in a your own callback function and override the spawning process for existing characters.
exports['character-selector']:setSpawnOverride(function(character)    local ped = PlayerPedId();
    -- Set player position    SetEntityCoords(ped, character.x, character.y, character.z);    SetEntityHeading(ped, character.heading);
    -- Switch camera to player    SwitchToMultiSecondpart(ped);end)exports['character-selector'].setSpawnOverride((character) => {    let ped = PlayerPedId();
    // Set player position    SetEntityCoords(ped, character.x, character.y, character.z);    SetEntityHeading(ped, character.heading);
    // Switch camera to player    SwitchToMultiSecondpart(ped);});Exports["character-selector"].setSpawnOverride(new Action<dynamic>((character) =>{    var ped = PlayerPedId();
    // Set player position    SetEntityCoords(ped, character.x, character.y, character.z);    SetEntityHeading(ped, character.heading);
    // Switch camera to player    SwitchToMultiSecondpart(ped);}));- character: Character
- Object with selected character data
 
setSelectSpawnOverride
Pass in a your own callback function and override the spawn selection process for new characters.
exports['character-selector']:setSelectSpawnOverride(function()    -- Switch camera to player    local ped = PlayerPedId();    SwitchToMultiSecondpart(ped);
    -- Open a ui showing a selecting of spawns to choose fromend)exports['character-selector'].setSelectSpawnOverride(() => {    // Switch camera to player    let ped = PlayerPedId();    SwitchToMultiSecondpart(ped);
    // Open a ui showing a selecting of spawns to choose from});Exports["character-selector"].setSelectSpawnOverride(new Action<dynamic>(() =>{    // Switch camera to player    var ped = PlayerPedId();    SwitchToMultiSecondpart(ped);
    // Open a ui showing a selecting of spawns to choose from})); 
 