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}));