Usage
Getting started on using the library
Last updated
Getting started on using the library
Last updated
This library is designed to be very customisable and provides you a lot of power. All ESP object classes are subclasses of the class. This allows you to easily make custom objects, all you have to do is copy the constrcutor and change the metatable to your own. Then, change the update method.
You can use this template below, make sure to change the class name in every place. You don't need to change the constructor after that, only the update function.
Do not pass properties that are not properties of the DrawEntry
otherwise it will error. For example, if the Type
is TextDynamic
, do not pass a property like Value
as it's not a valid property of TextDynamic
.
When loading the library, some globals will be set in getgenv()
. Mainly RESP_BASE
when loading Base.lua
and RESP_MANAGER
when loading Manager.lua
. If you want to see what they include, simply scroll to the bottom the script.
Some classes have special data that you can change. For example, have . When initialising the object, the first argument is a table with all of the custom data.
Similiarly to , you can change individual object properties. Certain properties like Size
are omitted from Data
as they are here instead. These properties reflect the properties of the DrawEntry connected to it.
By default, there are Managers
which help you with updating and rendering the objects. For more information, please go to their respected page. Essentially, these managers allow you to pass an object, be it a Player
or a Model
, and it will automatically update the position, visibility, etc based upon the function of the ESP objects connected to it.