Scripting in Lua
FiveM supports the general purpose programming language Lua as one of its scripting languages. Lua is a very easy
language to learn, simple to use and fast to write. To use Lua, just use
.lua in your scripts file extensions.
To learn more about Lua, read their official documentation.
To use Lua in your scripts, simply use the
.lua file extension. No additional configuration is required.
Because you might often have to deal with ‘Jenkins one-at-a-time’ hashes in GTA/RAGE, the Lua runtime has been extended to have support for compile-time generation of hash keys, similar to GET_HASH_KEY , however with zero runtime overhead.
-- getting RequestModel(`adder`) -- comparing if GetEntityModel(vehicle) == `buzzard` then print("Indeed, it's a Buzzard.") end -- printing print(`a_m_y_skater_01`)
Vectors & quaternions
FiveM supports first-class vectors and quaternions in Lua. Vectors and quaternions are incredibly useful to represent things like positions, rotations or even colors. For performance reasons, vectors and quaternions are real data types in CfxLua, just like booleans, numbers and strings are.
For usage and examples see their respective docs:
You can define exports by calling the global
exports('SayHello', function(str) print('Hello, ' .. tostring(str) .. '!') end)
You can also define an
server_export entry in your resource manifest. Functions need
to be global to be ‘explicitly’ exported. Note that these exports will only be available after the first scheduler tick.
function SayHello(str) print('Hello, ' .. tostring(str) .. '!') end
-- Client: client_script 'hello.lua' export 'SayHello' -- Or server: server_script 'hello.lua' server_export 'SayHello'
In another resource:
-- Prints 'Hello, world!' exports.myresource:SayHello('world')
The Lua runtime exposes some libraries on the global scope which you can use.