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Script NO PIXEL 4.0 PROGRESS BAR

Joined
Oct 7, 2025
Messages
1,454
Reaction score
798


Ox_lib integration tutorial DOWN HERE​

To integrate QBCore progressbar into ox_lib​

  • First go into ox_lib/resource/interface/client/progress.lua
  • Then find function lib.progressBar(data)
  • And then replace that whole function code with mine here



Code:
function lib.progressBar(data)
    while progress ~= nil do Wait(0) end

    if not interruptProgress(data) then
            playerState.invBusy = true
            exports['progressbar']:Progress({
            name = "random_task",
            duration = data.duration,
            label = data.label,
            useWhileDead = false,
            canCancel = true,
            controlDisables = {
                disableMovement = false,
                disableCarMovement = false,
                disableMouse = false,
                disableCombat = false,
            },
         }, function(cancelled)
            if not cancelled then
                -- finished
                --SendNUIMessage({
                    --action = 'progress',
                    --data = {
                        --label = data.label,
                        --duration = data.duration
                        --duration = -100
                    --}
                --})
                progress = nil
                playerState.invBusy = false
            else
                -- cancelled
                print("omg")
                -- Reset progress whether it's finished or cancelled
                progress = false
                Citizen.Wait(1000)
                progress = nil
                playerState.invBusy = false
            end
         end)

        return startProgress(data)
    end
end

Exports​

Client​

  • Progress(data: string, handler: function)

    Creates a new progress bar directly from the export, always use the built in qb-core function if possible.
    Example:


Code:
exports['progressbar']:Progress({
   name = "random_task",
   duration = 5000,
   label = "Doing something",
   useWhileDead = false,
   canCancel = true,
   controlDisables = {
       disableMovement = false,
       disableCarMovement = false,
       disableMouse = false,
       disableCombat = true,
   },
   animation = {
       animDict = "mp_suicide",
       anim = "pill",
       flags = 49,
   },
   prop = {},
   propTwo = {}
}, function(cancelled)
   if not cancelled then
       -- finished
   else
       -- cancelled
   end
end)

Props Example:

Code:
exports['progressbar']:Progress({
   name = "random_task",
   duration = 5000,
   label = "Doing something",
   useWhileDead = false,
   canCancel = true,
   controlDisables = {
       disableMovement = false,
       disableCarMovement = false,
       disableMouse = false,
       disableCombat = true,
   },
   animation = {
       animDict = "missheistdockssetup1clipboard@base",
       anim = "pill",
       flags = 49,
   },
   prop = {
     model = 'prop_notepad_01',
     bone = 18905,
     coords = vec3(0.1, 0.02, 0.05),
     rotation = vec3(10.0, 0.0, 0.0),
   },
   propTwo = {
     model = 'prop_pencil_01',
     bone = 58866,
     coords = vec3(0.11, -0.02, 0.001),
     rotation = vec3(-120.0, 0.0, 0.0),
   }
}, function(cancelled)
   if not cancelled then
       -- finished
   else
       -- cancelled
   end
end)


  • isDoingSomething()

    Returns a boolean (true/false) depending on if a progressbar is present.
    Example:

    local busy = exports["progressbar"]:isDoingSomething()
  • ProgressWithStartEvent(data: table, start: function, finish: function)

    Works like a normal progressbar, the data parameter should be the same as the data passed into the Progress export above.
    The start function gets triggered upon the start of the progressbar.
    The finish handler is the same as the handler parameter in the Progress export above.
  • ProgressWithTickEvent(data: table, tick: function, finish: function)

    Works like a normal progressbar, the data parameter should be the same as the data passed into the Progress export above.
    The tick function gets triggered every frame while the progressbar is active.
    The finish handler is the same as the handler parameter in the Progress export above.
  • ProgressWithTickEvent(data: table, start: function, tick: function, finish: function)

    Works like a normal progressbar, the data parameter should be the same as the data passed into the Progress export above.
    The start function gets triggered upon the start of the progressbar.
    The tick function gets triggered every frame while the progressbar is active.
    The finish handler is the same as the handler parameter in the Progress export above.


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