Lua Plugin (Reloaded) for Script Hook V ForUsers_JM36-v20230826.0-Stable
50,584
258
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May 18, 2021
Have FiveM Lua experience/knowledge that you would like to take/bring into normal GTA?
Interested in having the ability to interface various in-game things to various external/out of game things (say trigger an action on/in an external unrelated program or create your own Discord rich presence with an external utility for example, maybe even create yourself a remote game interaction api) with ease?
Well, recently I've somewhat departed from FiveM (with 3+ years of experience) and thought it would be cool to port over some of my scripts to singleplayer, finding headscript's/gallexme's Lua Plugin for Script Hook V in the process, which just simply didn't suit my needs nor meet my expectations (especially in regards to performance), and it has pretty much been abandoned for years now, so I've decided to adopt it as my own and dramatically/drastically improve my fork of it far beyond what anyone could've ever imagined being possible with this, and I plan on introducing new performance/optimization features/techniques over time and releasing updates somewhat frequently.
Mod description: Write/Use custom Lua scripts for GTA V
Why Lua?
- Lua is a lightweight scripting language that tends to be beginner-friendly, but powerful in the hands of an advanced user at the same time. Although Lua might not have the same popularity as that of other scripting languages such as C# or C++ (.NET), Lua's expandability makes it equally as capable as the others, while remaining easy-to-use and often more resource efficient.
Summary of installation instructions: https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/Overview#installation-guides
Bugs and features:
1: Bug - Lua Plugin itself **cannot** be reloaded, but Lua scripts *can* be reloaded.
2: Feature - Introduced newer FiveM style Lua game native function calls (alongside the older/legacy game native function calls (via namespaces) which are strictly for compatibility with older/existing Lua Plugin scripts and have not been updated/touched).
3: Feature - An external Lua script(s) directory that you can place anywhere.
4: Feature - Lua script reloading script for developers with DebugMode variable set true.
5: Feature - Maintain compatibility with older/existing Lua Plugin scripts.
6: Feature - Universal timer and variables containing relevant player information to avoid having to (excessively) use certain/common game native calls across numerous scripts (and avoid wasting resources by doing so).
7: Feature - Universal built in native config file reader/writer functions for data storage/retention/persistence.
8: Feature - Included examples and documentation via GitHub wiki.
9: Feature - Automatic caching of certain game native function calls (for better speed and efficiency).
10: Feature - Quality of life improvements and enhancements for older/existing Lua Plugin scripts.
11: Feature - Scripts no longer conflict nor block/delay other scripts from running
Credits and, if applicable, notices of permission for content re-use:
1: Credits | JayMontana36 - This version/fork of Lua Plugin with completely homemade/rewritten externals (currently ALL of the included Lua scripts with the exception of "GUI.lua" were all written/original content by me)
2: Credits | headscript/gallexme - The original author of Lua Plugin who's ASI files are currently still used in this project/fork due to my lack of knowledge to create my own.
3: Notice of permission for content re-use - https://github.com/gallexme/ScriptHook-Lua-Plugin/blob/master/README.md - Applies to the ASI files and the "GUI.lua" file used in this project/fork; for everything else, http://creativecommons.org/licenses/by-nc-sa/4.0
Changelog:
- ** JM36-v20220818.0-Stable ** -
1: Some improvements and bugfixes
2: Updated automatic migration/migrator for legacy/original Lua Plugin scripts
3: Updated backward compatibility with legacy/original Lua Plugin scripts
4: Updated RAGE native function (re)maps.
5: Updated ExampleMenu for legacy/original Lua Plugin included menu ("GUI") library.
- ** JM36-v20220818.0-Stable ** -
1: Fixed configFileRead function not working (reverted to an updated older version).
2: Added a native "remap" for "GetEntityPlayerIsFreeAimingAt" from "GetAimedEntity", an "unknown" or "lost" native that has no documentation whatsoever anywhere but works exactly the same (and appears to be the same).
- ** JM36-v20220805.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
1A: Misc internal improvements/rewrites.
1B: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
2: Updated RAGE native function (re)maps.
2A: Pioneered a new (and much better) replacement for Function (Re)Mapper (delete it from your Modules if you have it).
3: Updated included/bundled minimalist example scripts.
- ** JM36-v20220805.0-Stable-ForUsers ** -
1: Misc internal improvements/rewrites
2: Update RAGE native function (re)maps
3: Optimize package/distribution/download for users - stripped out example scripts and precompiled for faster loading - developers must now get "source" from GitHub.
- ** JM36-v20220420.0-Stable ** -
NOTICE: If you have previously downloaded and installed v20220418.0, be sure to delete the "1_Threads.lua" file from your "Modules", otherwise it'll cause problems loading Lua scripts and conflict because it has been integrated (and as such, that module is for that version and older and is incompatible with this version and newer).
1: Fully integrate the previously implemented coroutine/thread system and make it the new/default standard across everything, including any/all loaded older/legacy/original Lua Plugin scripts as well as all JM36 Lua Plugin scripts via wrapping.
2: Scripts can (and will) no longer block other scripts from running (or being able to run) whenever a "wait" is called - Primarily affects/concerns the older/legacy/original Lua Plugin scripts in a great/awesome way.
3: (Actually) Fix broken compatibility with older/legacy/original Lua Plugin scripts (for real this time).
- ** JM36-v20220418.0-Stable ** -
1: Fix broken compatibility with older/legacy/original Lua Plugin scripts.
2: Implement a basic coroutine/thread system, which will become the new/default standard and be fully integrated in the near future.
- ** JM36-v20220412.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
2: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
3: Engineered and implemented modular caching libraries for use with both functions and scripts.
4: Modularized the "Info" var/param/table as well as it's "Player" subtable (it works the same).
5: Updated the "Info" update interval to be per frame instead of every 500ms.
6: Added caching to a few common game native function calls (for speed).
7: Integrate JM36 Function (Re)Mapper to no longer need/require a separate download (LP is now more usable out of the box).
8: Updated the Function (Re)Mapper to work with the new JM36 LP filesystem structure.
9: Updated the Function (Re)Mapper's ini file with newer game native function names.
- ** JM36-v5.3-Stable ** -
1: Fix issues with some scripts which fail to function correctly or at all prior to a (forced) script reload (or in the case of non-technical users or non-developers, did not work at all).
2: Add a built in automatic migrator from/for old/legacy LuaPlugin to JM36 LuaPlugin.
- ** JM36-v5.2-Stable ** -
1: Compatibility fixes for supporting more legacy `Lua Plugin` scripts.
- ** JM36-v5.1-Stable ** -
1: Fixed inconsistencies with the "_0x" game native function calls to make it even easier to work with them in a more consistent manner.
- ** JM36-v5.0-Stable ** -
1: Skipped a version (v4.0); v4.0 was unofficially released as a private "beta".
2: Fixed typo in "Info.Player.Vehicle.Name" that prevented the vehicle's name from coming back correctly as anything.
3: Add new "Handle" variable to "Info.Player" and "Info.Player.Vehicle".
4: Make it easier to call "0x" hexadecimal game native functions by prefixing them with an underscore ("_") like FiveM does.
5: Several optimizations to the internal "_init" function and the FiveM style game native function call function generator.
6: Remove/Replace an unnecessary internal function for accessing "secondary" globals, making it a more direct access while keeping transparency.
7: Renamed a few included scripts primarily for better/optimal DebugMode operation.
8: Optimized DebugMode tick/loop further.
9: Attempt to simplify installation for new and/or basic users by defaulting ScriptsDir-Lua into GameDir-GTAV scripts dir.
10: Removed "All Lua Scripts Loaded Without Error" message; you will now only ever see errors (and script prints) printed in console (with developer asi).
11: Overall code cleanup and optimization.
12: Add/Include version information within secondary global which can be used by scripts to require a certain minimum version of this plugin and/or change behaviors depending upon the version (such as error for incorrect version or so).
- ** JM36-v3.0-Stable ** -
1: Fixed FiveM style game native function calls randomly (not) working (hopefully) once and for all and removed the excess code/checks related to this issue/bug
2: Fixed "Info.Player.Vehicle.IsOp" variable not updating whenever the player becomes the vehicle operator or a vehicle passenger
3: Implemented feature number 7 from above (config file read/write)
4: Updated the included example scripts
- ** JM36-v2.0-Stable ** -
1: Implemented feature number 6 from above
2: Implemented a check and a fix for the commonly left out "\\" ending in the "Scripts_Path" string variable (which whenever absent in the previous release/version would have caused things to completely break and fail to function).
3: Implemented a new "Info" variable which is exposed directly to your loop functions, containing plenty of useful player (and vehicle) information as well as the time which is mostly useful for wait(ing) or for delayed execution or for special script loop run timings; more Information and usage examples regarding the new "Info" variable can be found on the wiki - https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/The-Basics---Getting-Started---Scripting-Examples#the-info-variable-1st-argument-sent-to-loop-functions-and-game-native-function-call-examples
4: gta5-mods specific release version - include the above wiki page (The Basics - Getting Started - Scripting Examples) as well as the "Overview" wiki page as htm/html files as a simple and effective way to "include documentation" just in case developers don't go to the GitHub for the documentation or don't know that the GitHub with the documentation exists (being that the other Lua Plugin completely lacks any documentation whatsoever in general, which is not the case here with my version).
First Uploaded: April 12, 2021
Last Updated: August 26, 2023
Last Downloaded: 11 minutes ago
203 Comments
More mods by JayMontana36:
Have FiveM Lua experience/knowledge that you would like to take/bring into normal GTA?
Interested in having the ability to interface various in-game things to various external/out of game things (say trigger an action on/in an external unrelated program or create your own Discord rich presence with an external utility for example, maybe even create yourself a remote game interaction api) with ease?
Well, recently I've somewhat departed from FiveM (with 3+ years of experience) and thought it would be cool to port over some of my scripts to singleplayer, finding headscript's/gallexme's Lua Plugin for Script Hook V in the process, which just simply didn't suit my needs nor meet my expectations (especially in regards to performance), and it has pretty much been abandoned for years now, so I've decided to adopt it as my own and dramatically/drastically improve my fork of it far beyond what anyone could've ever imagined being possible with this, and I plan on introducing new performance/optimization features/techniques over time and releasing updates somewhat frequently.
Mod description: Write/Use custom Lua scripts for GTA V
Why Lua?
- Lua is a lightweight scripting language that tends to be beginner-friendly, but powerful in the hands of an advanced user at the same time. Although Lua might not have the same popularity as that of other scripting languages such as C# or C++ (.NET), Lua's expandability makes it equally as capable as the others, while remaining easy-to-use and often more resource efficient.
Summary of installation instructions: https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/Overview#installation-guides
Bugs and features:
1: Bug - Lua Plugin itself **cannot** be reloaded, but Lua scripts *can* be reloaded.
2: Feature - Introduced newer FiveM style Lua game native function calls (alongside the older/legacy game native function calls (via namespaces) which are strictly for compatibility with older/existing Lua Plugin scripts and have not been updated/touched).
3: Feature - An external Lua script(s) directory that you can place anywhere.
4: Feature - Lua script reloading script for developers with DebugMode variable set true.
5: Feature - Maintain compatibility with older/existing Lua Plugin scripts.
6: Feature - Universal timer and variables containing relevant player information to avoid having to (excessively) use certain/common game native calls across numerous scripts (and avoid wasting resources by doing so).
7: Feature - Universal built in native config file reader/writer functions for data storage/retention/persistence.
8: Feature - Included examples and documentation via GitHub wiki.
9: Feature - Automatic caching of certain game native function calls (for better speed and efficiency).
10: Feature - Quality of life improvements and enhancements for older/existing Lua Plugin scripts.
11: Feature - Scripts no longer conflict nor block/delay other scripts from running
Credits and, if applicable, notices of permission for content re-use:
1: Credits | JayMontana36 - This version/fork of Lua Plugin with completely homemade/rewritten externals (currently ALL of the included Lua scripts with the exception of "GUI.lua" were all written/original content by me)
2: Credits | headscript/gallexme - The original author of Lua Plugin who's ASI files are currently still used in this project/fork due to my lack of knowledge to create my own.
3: Notice of permission for content re-use - https://github.com/gallexme/ScriptHook-Lua-Plugin/blob/master/README.md - Applies to the ASI files and the "GUI.lua" file used in this project/fork; for everything else, http://creativecommons.org/licenses/by-nc-sa/4.0
Changelog:
- ** JM36-v20220818.0-Stable ** -
1: Some improvements and bugfixes
2: Updated automatic migration/migrator for legacy/original Lua Plugin scripts
3: Updated backward compatibility with legacy/original Lua Plugin scripts
4: Updated RAGE native function (re)maps.
5: Updated ExampleMenu for legacy/original Lua Plugin included menu ("GUI") library.
- ** JM36-v20220818.0-Stable ** -
1: Fixed configFileRead function not working (reverted to an updated older version).
2: Added a native "remap" for "GetEntityPlayerIsFreeAimingAt" from "GetAimedEntity", an "unknown" or "lost" native that has no documentation whatsoever anywhere but works exactly the same (and appears to be the same).
- ** JM36-v20220805.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
1A: Misc internal improvements/rewrites.
1B: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
2: Updated RAGE native function (re)maps.
2A: Pioneered a new (and much better) replacement for Function (Re)Mapper (delete it from your Modules if you have it).
3: Updated included/bundled minimalist example scripts.
- ** JM36-v20220805.0-Stable-ForUsers ** -
1: Misc internal improvements/rewrites
2: Update RAGE native function (re)maps
3: Optimize package/distribution/download for users - stripped out example scripts and precompiled for faster loading - developers must now get "source" from GitHub.
- ** JM36-v20220420.0-Stable ** -
NOTICE: If you have previously downloaded and installed v20220418.0, be sure to delete the "1_Threads.lua" file from your "Modules", otherwise it'll cause problems loading Lua scripts and conflict because it has been integrated (and as such, that module is for that version and older and is incompatible with this version and newer).
1: Fully integrate the previously implemented coroutine/thread system and make it the new/default standard across everything, including any/all loaded older/legacy/original Lua Plugin scripts as well as all JM36 Lua Plugin scripts via wrapping.
2: Scripts can (and will) no longer block other scripts from running (or being able to run) whenever a "wait" is called - Primarily affects/concerns the older/legacy/original Lua Plugin scripts in a great/awesome way.
3: (Actually) Fix broken compatibility with older/legacy/original Lua Plugin scripts (for real this time).
- ** JM36-v20220418.0-Stable ** -
1: Fix broken compatibility with older/legacy/original Lua Plugin scripts.
2: Implement a basic coroutine/thread system, which will become the new/default standard and be fully integrated in the near future.
- ** JM36-v20220412.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
2: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
3: Engineered and implemented modular caching libraries for use with both functions and scripts.
4: Modularized the "Info" var/param/table as well as it's "Player" subtable (it works the same).
5: Updated the "Info" update interval to be per frame instead of every 500ms.
6: Added caching to a few common game native function calls (for speed).
7: Integrate JM36 Function (Re)Mapper to no longer need/require a separate download (LP is now more usable out of the box).
8: Updated the Function (Re)Mapper to work with the new JM36 LP filesystem structure.
9: Updated the Function (Re)Mapper's ini file with newer game native function names.
- ** JM36-v5.3-Stable ** -
1: Fix issues with some scripts which fail to function correctly or at all prior to a (forced) script reload (or in the case of non-technical users or non-developers, did not work at all).
2: Add a built in automatic migrator from/for old/legacy LuaPlugin to JM36 LuaPlugin.
- ** JM36-v5.2-Stable ** -
1: Compatibility fixes for supporting more legacy `Lua Plugin` scripts.
- ** JM36-v5.1-Stable ** -
1: Fixed inconsistencies with the "_0x" game native function calls to make it even easier to work with them in a more consistent manner.
- ** JM36-v5.0-Stable ** -
1: Skipped a version (v4.0); v4.0 was unofficially released as a private "beta".
2: Fixed typo in "Info.Player.Vehicle.Name" that prevented the vehicle's name from coming back correctly as anything.
3: Add new "Handle" variable to "Info.Player" and "Info.Player.Vehicle".
4: Make it easier to call "0x" hexadecimal game native functions by prefixing them with an underscore ("_") like FiveM does.
5: Several optimizations to the internal "_init" function and the FiveM style game native function call function generator.
6: Remove/Replace an unnecessary internal function for accessing "secondary" globals, making it a more direct access while keeping transparency.
7: Renamed a few included scripts primarily for better/optimal DebugMode operation.
8: Optimized DebugMode tick/loop further.
9: Attempt to simplify installation for new and/or basic users by defaulting ScriptsDir-Lua into GameDir-GTAV scripts dir.
10: Removed "All Lua Scripts Loaded Without Error" message; you will now only ever see errors (and script prints) printed in console (with developer asi).
11: Overall code cleanup and optimization.
12: Add/Include version information within secondary global which can be used by scripts to require a certain minimum version of this plugin and/or change behaviors depending upon the version (such as error for incorrect version or so).
- ** JM36-v3.0-Stable ** -
1: Fixed FiveM style game native function calls randomly (not) working (hopefully) once and for all and removed the excess code/checks related to this issue/bug
2: Fixed "Info.Player.Vehicle.IsOp" variable not updating whenever the player becomes the vehicle operator or a vehicle passenger
3: Implemented feature number 7 from above (config file read/write)
4: Updated the included example scripts
- ** JM36-v2.0-Stable ** -
1: Implemented feature number 6 from above
2: Implemented a check and a fix for the commonly left out "\\" ending in the "Scripts_Path" string variable (which whenever absent in the previous release/version would have caused things to completely break and fail to function).
3: Implemented a new "Info" variable which is exposed directly to your loop functions, containing plenty of useful player (and vehicle) information as well as the time which is mostly useful for wait(ing) or for delayed execution or for special script loop run timings; more Information and usage examples regarding the new "Info" variable can be found on the wiki - https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/The-Basics---Getting-Started---Scripting-Examples#the-info-variable-1st-argument-sent-to-loop-functions-and-game-native-function-call-examples
4: gta5-mods specific release version - include the above wiki page (The Basics - Getting Started - Scripting Examples) as well as the "Overview" wiki page as htm/html files as a simple and effective way to "include documentation" just in case developers don't go to the GitHub for the documentation or don't know that the GitHub with the documentation exists (being that the other Lua Plugin completely lacks any documentation whatsoever in general, which is not the case here with my version).
First Uploaded: April 12, 2021
Last Updated: August 26, 2023
Last Downloaded: 11 minutes ago
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@JayMontana36 I will be interested in your version so provide a link. well, i will definitely try your version to see how that goes, i have been working for 15 days on that old script to make it work, but don’t know what is the problem as i have been 2 months in the modding of GTA5 and it seems tireless and thanks for this helpful work you do for this page
August 29, 2023 -
@JayMontana36 And should I delete the old LUA plugin asi file and keep the new LUAPlugin_forusers.asi
August 30, 2023 -
Is there a need for script hook v installation for this lua plugin to work like in the old lua plugin
September 01, 2023 -
@lilzay730 I have no idea, but this site is for singleplayer modding, with some occasional FiveM stuff. This site also does have a Discord (which is more strictly for singleplayer modding), and so do I (if you look around, but it kind of the same thing, being singleplayer focused).
September 02, 2023 -
@Soldier952 There is no link currently, stand by awhile (possibly a few weeks) as I am still currently attempting to sort things out.
Yes, the old/legacy Lua Plugin is incompatible with this JM36 Lua Plugin Reloaded, and you will only encounter conflicts and issues if you'd attempt to use both at the same time; JM36 Lua Plugin Reloaded already includes support for any/all existing scripts that were designed for the old/legacy Lua Plugin, so you should really never have a reason to not just use this one over that one, especially with all of the enhancements and benefits that this one has to offer over that one. The ASI files are the same actually, so you only need to keep one of them (probably keep the one from here, either of them would work though, but do not use both at the same time, otherwise all scripts will load twice (and cause problems/conflicts)).
You do also still need ScriptHookV for JM36 Lua Plugin Reloaded; you might also need "Visual C++ Redistributable Packages for Visual Studio 2013" since the original Lua Plugin says you need it.
September 02, 2023 -
@JayMontana36 You are now our last hope on the LUA mods so plz, I request you to sort things faster and focus on this lua ragdoll Superman mod more, and I think you should make the controls easy and simple since the original one would be controlled by arrow keys which then you can’t use your phone (in GTA5) and I hope you get my message seriously, also I would like to donate some $ to you as thanks giving whenever i got my credit card soon, by the way you are amazing on this subject.
September 07, 2023 -
@JayMontana36 here is my second lua script not working with this JM36 plugin don’t know what is causing the problem but it’s a simple lua mod https://www.gta5-mods.com/scripts/ragdollbutton-v-1-0-lua/download/7689 that should work fine and I have tested it with 2 two of my GTA V games one is a heavy modded that I use for mods and the other is a backup of GTA 5 and it’s not working in both of my gta 5 directories
September 08, 2023 -
@Soldier952 Thanks, I don't have any say in the amount of time that this would take to be sorted however, but I will say something or you will see something when it has been sorted. The controls of the one that someone stated that they were gonna pay me to make, they are simple, press and hold W or forward to move forwards, and use your mouse/camera to steer; S does the same thing but in reverse, A offsets you to the left, D offsets you to the right. The improvement is big in that you steer with the mouse/camera to control where you go. I guess anyone else giving something for it would mean that I stop attempting to sort things out with the initial person and just let the person who actually gave something for it have it instead.
For the second one, I'll have to take a look whenever I'm back at my PC to see whether it works and what might cause it to not work.
September 09, 2023 -
@JayMontana36 ok, I understood I can wait for your version I just hope it happens fast by the way thanks for the suggestion, now you explained me the controls I think this person’s controls idea is good than the original/old version of the mod, keep up the good work man thank you.
September 09, 2023 -
@JayMontana36 on the old/legacy lua page requirements section https://www.microsoft.com/en-us/download/details.aspx?id=40784 is required does this new JM36 LUA also needs it
September 09, 2023 -
@JayMontana36 your plugin works as expected and I didn’t knew my mistake until I checked the old legacy lua plugin requirements there is https://www.microsoft.com/en-us/download/details.aspx?id=40784">https://www.microsoft.com/en-us/download/details.aspx?id=40784 which earlier I didn’t installed it and this was causing the problem and the scripts were not working for me so after it’s installation it finally worked for me, I hope you also update the requirements of this new plugin and include https://www.microsoft.com/en-us/download/details.aspx?id=40784 in the requirements for betterment of this lua
September 09, 2023 -
@Soldier952 Yeah, it is going to be a few weeks before it gets published, assuming that it even does get published, unless anyone else steps in for it or something.
Also yeah if that is the case where that is needed for it then it will be added to the documentation once I have the time.
September 12, 2023 -
After using the ragdollsuperman script I think the urgent need for a better easy control version of this script and the individual who gave you the idea request to you is reasonable and so I hope that nothing interrupts your progress, so plz just do it.
September 13, 2023 -
@JayMontana36 After using the ragdollsuperman script recently, I think I need the urgent need for a better easy control version of this script and the individual who gave you the idea request to you is reasonable correct due to fact that you can’t control your player easily and it’s like controlling a 3D game with 2D controls so it’s really difficult and so I hope that nothing interrupts your progress, so plz just do it.
Also you maybe wondering at this stage that why some people keep asking for this script improvements or what’s the deal, it’s in fact most content creators use this to create amazing content on YouTube and so it’s good to have the controls over the player get the desired clip creators want.September 13, 2023 -
@Soldier952 That's understandable, my improved versions of the ragdollsuperman script have already been completed several weeks ago at this point; it was created because someone had commissioned me $45 to recreate it (I get a ton of requests but I'm pretty busy and hardly have the free time to just work on stuff), but, they haven't honored their part of our deal, which is what the problem is and why it still has not yet been published/released, it's kinda just one of those things to be honest. Anyone else can step in/up and take their place though, since this sort of thing, especially in this scenario, is open to everyone; basically anyone commissioning something from me (or steeping into another commission) can influence what happens in the end with that commission. Otherwise, it is pretty likely that I'll just scrap it as a loss and move on, so as to not have been conned into spending time on something for someone as part of an agreement, because then it would encourage more people to do this which is not good for me in any way.
Also, overall, the content creators all receive their ad revenues and donations and whatnot, meanwhile I usually generally don't even at the very least receive a "thanks" or anything at all for anything that I do or have done, so knowing or seeing content creators make content using any of the various things that I have or had some part in, doesn't really influence or impact anything for me to be honest; it helps them (content creators) out, but, it doesn't (also) help me out.
September 14, 2023 -
@JayMontana36 I feel your concern regarding your work, but I think it’s all the way in from the past like this everyone not only content creators are using free mods from different coders like you in different platforms and so i don’t mean that you or other coders don’t deserve anything for this, I think you people are doing great job for the GTA community overall, but this is basically something in common with GTA community too to get mods from this website for free.
The person who didn’t act according to the deal with you is responsible for its own complications and you should not care at all you are already an author of different LUA scripts here, so better not care for small people honor and there are more mods from you and just add this one too because it would be better than scraping it’s idea after all you have a place here so think far than just for 1 guy, i would have paid you that 45$ if I got my credit card and for 10 days I am asking just give me this mod now.September 16, 2023 -
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For everyone wondering where to put my Lua scripts, the answer is the 'Modules' folder.
November 15, 2023 -
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@cakuzma Yes, `JM36 Lua Plugin` is a massively updated/upgraded replacement to the old/existing `Lua Plugin`, and any/all scripts that were made for the old/existing `Lua Plugin` will also (continue to) work with/in `JM36 Lua Plugin`, but not the other way around because the old `Lua Plugin` does not have anything that was added or introduced in the new `JM36 Lua Plugin`. Scripts made for the old/existing `Lua Plugin` will generally also run faster with/in `JM36 Lua Plugin`.
If you want to use any of the older scripts that were made for the older version of `Lua Plugin` with/in `JM36 Lua Plugin`, all that needs to be done is to simply place those scripts into your new `ScriptsDir-Lua` folder from `JM36 Lua Plugin` (which is similar to the addins/addons folder from the existing `Lua Plugin`), and it should just work.