HUD
A Liquid Glass HUD with an island, ring gauges, vehicle clusters and a windscreen HUD. It also takes the place of ox_lib, ox_inventory and ox_target. The HUD runs on ESX, QBCore, QBox and standalone; the inventory needs ESX or QBox.
nx_hud is a HUD in the Liquid Glass style: a small island sits on top of
the minimap, ring gauges run along its bottom edge, and a vehicle cluster
appears when you drive. Every element is clear glass that bends the city
behind it.
It is also three other resources. nx_hud answers for ox_lib,
ox_inventory and ox_target (plus qtarget and qb-target),
and draws their interface in the same glass. Scripts written for those
resources keep working without changes, and you remove the originals
from your server. The Installation page
walks through the switch.
Features
- The island. On foot it shows the clock, your microphone and your voice range. When you talk, the microphone becomes a glass sphere that moves with your voice. Money changes pop up on it, and so do notifications, progress bars and the prompts other scripts show.
- Ring gauges. Health, armour, hunger and thirst along the bottom of the minimap. Stress, stamina and oxygen appear only when they matter. Hunger, thirst and stress come from your framework.
- Three vehicle modes. Cluster (twin dials with three faces: Classic, Arcs and Sweep), Loupe, or a compact Island capsule. Each player picks one in the preferences.
- Instruments for every vehicle class. Cars show speed and revs. Motorbikes add a lean line. Helicopters and planes get airspeed, an altimeter and an attitude horizon. Boats get knots, a compass card and the depth below the hull.
- First-person HUDs. Driving in first person shows a HUD on the windscreen. Flying in first person shows a flight HUD whose horizon and pitch ladder line up with the real horizon.
- The radar. Square, Soft, Round or Auto. Auto turns the map into a round scope with a compass bezel in aircraft and boats. A zoom slider sets how far the map reaches on foot and on the road, and in the air it widens with your altitude. On ultrawide screens the map sits at the screen's edge.
- Seatbelt and indicators. A seatbelt key with a chime and a crash ejection when unbuckled. Turn signals and hazard lights that every player sees; a turn signal switches off after the turn. If your server runs a seatbelt script, the HUD shows that script's belt instead.
- Service light. With NX Mechanic running, a wrench lamp lights in the vehicle HUD when the car is due for a service (amber) or has a failed part (red).
- ox_lib, drawn in glass. Notifications, text prompts, progress bars and circles, context and list menus, alert and input dialogs, the radial menu and skill checks. It answers as ox_lib 3.36.4.
- ox_inventory, drawn in glass. Pockets, shops, stashes, trunks, crafting and the hotbar, on ox_inventory's own database tables. It answers as ox_inventory 2.48. A console command copies your existing items, shops, stashes and images across.
- ox_target, drawn in glass. Two looks, Tether and Bloom, and small dots on things nearby that a player can use. Scripts written for ox_target, qtarget or qb-target work as they are.
- Gameplay hooks for your own scripts. Custom payment methods for shops and licences, per-player shop prices, crafting benches added at runtime, recipes with a success chance, and gates on opening inventories and using items. See Exports.
- Ten languages. English, Finnish, German, French, Brazilian Portuguese, Spanish, Turkish, Dutch, Italian and Polish. Each player can pick their own.
- Readable files. The configs, the data files, the framework bridges, the item effects and the payment methods stay plain Lua you can edit. See Customization.
Player preferences
Each player opens their own preferences sheet with F7. It sets the
vehicle mode, the cluster face, the glass quality, mph or km/h, the radar
shape and zoom, where prompts and progress bars appear, the radial menu's
look, interface sounds, and the targeting look. Choices are saved
on the player's PC. The server sets the defaults every player starts with
in config/settings.lua, and a player's own choice always wins. Target
dots are a server setting (dots.enabled in config/target.lua), not a
player choice.
The glass has three quality levels. Hero keeps live glass on the island, the instruments and the moments that need attention, and leaves the status gauges still. Full makes every element live glass all the time and asks the most of the graphics card. Off is flat smoked glass, the lightest setting for older machines.
Framework support
Config.framework = 'auto' in config/hud.lua detects Qbox, QBCore and
ESX for the HUD's status and money. The inventory runs on ESX and Qbox
and reads its framework from the inventory:framework convar, which
nx_hud sets for you when it is empty.
Targeting checks jobs and gangs on ESX and Qbox. On other frameworks it still works, but options limited to a job or gang show for everyone.
Where to go next
- Installation: replacing ox_lib, ox_inventory and ox_target, and moving your inventory data across.
- Configuration: every option in the five config files, and the convars it reads.
- Customization: the files you can edit, with a worked example of a custom payment method.
- Exports: the HUD and gameplay API for your own scripts.
Get it
Available at nxcreative.tech/hud.