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 |