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@matix21 No idea, I don't have anything at all whatsoever to do with scripthook development; whenever they update to support the latest game patch, this (and pretty much everything else) will work again.
@MrModMan75 Thanks! I'll eventually get around to bringing more stuff over.
@ORTEGAMODS Yes, open up the vehhud Lua file, scroll down to line 91 where it says "local seatbeltkey = 311 -- K" and change that number (311) over to another control value/ID. You can visit https://docs.fivem.net/docs/game-references/controls for a list of controls and their IDs/values that you can change it to.
@BallisticTool No problem!
@21821 Fuel is not a part of this script, you need a different script or mod for that.
@v1r That would either be a port of a FiveM script that already does something similar (such as dpemotes or something), or something entirely new that as far as I know won't be possible with the current state of the iCore/ASI, since me doing something entirely new would be the ability to look at an object and then pick it up or interact with it.
@v1r @Easytron lol the only problem is while JM36 Lua plugin makes it a lot easier and faster to port, there are still ultimately some things that at this time are just not possible to port, and on top of that most of my time is spent working one way or another, and whenever I do have some free time, if I'm in the mood then that time goes towards either having some fun or trying to further improve JM36 Lua Plugin (still trying to attract more people to it as well to hopefully get it to be more popular again and then maybe more people will be porting FiveM scripts, especially when/if the limiting factors can be ironed out)
@leonema Just a heads up, I've pushed out another update that actually fixes the compatibility this time around, the last update that was supposed to have fixed things was not done correctly, but it is done correctly now, with many added improvements, such as scripts no longer being able to block or delay other scripts from running (which is something that some older/original Lua Plugin scripts did), meaning scripts work even better together now. Sorry for breaking things these past few updates, hope the latest makes up for it all.
@v1r No problem lol glad it wasn't just me overlooking something again (the past 2 versions had broken backward compatibility due to me forgetting+overlooking things needed for that, but the latest fixed that and improved everything). Also some notable improvements with JM36 vs original is that original scripts can no longer block or delay other scripts from running, so pretty much every script now (whether original or JM36) works even better together under this new version. I have also been thinking about maybe possibly rewriting some of the original scripts over to better take greater advantage of all of the improvements than you get with JM36, but have no idea which scripts I should remake.
@v1r JM36 Lua Plugin is a newer/upgraded/replacement version of the original Lua Plugin, and will conflict or stack whenever you try to use both at the same time; the ASI files between JM36 and original are both exactly the same so you can use those interchangeably, but everything else is different. JM36 Lua Plugin should be (and is, as far as I have tested) fully backwards compatible with original Lua Plugin scripts, but not vice versa. JM36 Lua Plugin should also automatically migrate all of your original Lua Plugin scripts over as far as file/directory structure goes.