A module simply exports variables to a global module.
If your module includes other modules, make sure you include them before exporting.
/scripts/shapes.lua
local shapes = {}| --- UNLICENSED: FEEL FREE TO USE THIS CODE WITH OR WITHOUT THIS HEADER. | |
| -- https://gist.github.com/Silverfeelin/3a6286d443d829eed58fa781790e2de5 | |
| -- Usage: hook("init", myTable.myInit) | |
| -- Prevent loading if another scriptHooks has been loaded (i.e. same script in a different folder) | |
| if hook then return end | |
| local hooks = {} | |
| --- Loops over all functions in hook. |
These statistics are based on me playing the game. They reflect my gains, and yours might differ.
You might be better or worse at the game, you might have a better or worse car. Take these statistics with a grain of salt, and don't get mad if they don't match your earnings.
These calculations are based on REP and Bank gain after the 17/11 patch that increased mission rewards.
This guide demonstrates how you can use the Mutator class UDK offers to implement custom key bindings. I personally don't know if there is a better way to accomplish this, and I do know this isn't how you're normally supposed to use mutators. Either way, let us begin to create a custom key binding.
This guide does not cover how to create a mod, where to put files, how to compile and other similar tasks. If you do not know this information yet, please refer to different guides first (I.e. Your First Skin Mod).
| using Newtonsoft.Json.Linq; | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Drawing; | |
| using System.IO; | |
| using System.Linq; | |
| using System.Text; | |
| using System.Threading.Tasks; | |
| namespace SBMaterialFramesToButton |