/notify -- for all notifys
/announce -- for a test announce
/progressbar -- for a test progressbar
exports:
-- this script works with exports e.g (no events.)
exports["b-notify_v2"]:Notify(type, title, message, time) -- types: success, error, lifeinvade, police, medic, mechanic & teamchat
exports["b-notify_v2"]:Announce(type, message, time) -- type: information, admin, restart
exports["b-notify_v2"]:Progressbar(message, time, callback)
exports["b-notify_v2"]:HelpNotify(message, title)
exports["b-notify_v2"]:KillNotify() -- to kill the current helpnotify
-- for examples check the client.lua
function ESX.ShowNotification(message, type, length)
if GetResourceState("b-notify") ~= "missing" then
exports['b-notify']:Alert("NOTIFICATION", message, length, type)
else
print("[^1ERROR^7] ^5b-notify^7 is Missing!")
end
end
function ESX.ShowNotification(message, notifyType, length)
if GetResourceState("b-notify") ~= "missing" then
return exports["b-notify"]:Notify(notifyType, length, message)
end
print("[^1ERROR^7] ^5B NOTIFY^7 is Missing!")
end
if GetResourceState("'b-notify_v2") ~= "missing" then
return exports['b-notify_v2']:Notify("length", "message", "notifyType")
end
print("[^1ERROR^7] ^5ESX Notify^7 is Missing!")
end```
You can use the command /notify ingame and you gonna see that it work. You messed with all parameters of the exports. So again use the code i provided above.