Bridge.Progress shows a timed progress bar and blocks until it fills or is cancelled. Use it for any timed action — reeling in a fish, picking a lock, washing a car. It can attach a prop, play an animation or scenario, and lock movement for the duration, then tear all of that down for you when the bar ends.
Availability
Client only. Call it inside a thread, command, or event callback — it yields.Signature
Bridge.Progress(opts) — the call blocks and returns whether the bar completed.
How long the bar takes to fill, in milliseconds.
The text shown beside the bar.
An optional leading icon.
When true, the player can cancel (a close button appears); the call then returns
false.Locks movement, sprint, jump, and attack for the duration.
A single prop to attach for the duration:
{ model, bone?, pos?, rot? }. bone defaults to 60309 (right hand); pos/rot are { x, y, z } offsets.Multiple props, each shaped like
prop above. Use instead of prop when you need more than one.An animation to play:
{ dict, clip, flag?, blendIn?, blendOut?, duration? }. flag defaults to 49.A scenario to play instead of
anim, e.g. 'WORLD_HUMAN_STAND_FISHING'.Returns
true if the bar filled to 100%, false if the player (or a Bridge.Progress.Cancel() call) cancelled it.