Configuration
Every option in config/hud.lua, config/compat.lua, config/inventory.lua, config/target.lua and config/settings.lua for nx_hud, plus the ox convars it reads.
nx_hud has five config files, one per job it does. All five stay
readable in the release. A change takes effect at the next full server
restart.
| File | What it sets |
|---|---|
config/hud.lua | Where the HUD reads its data, the seatbelt and the indicators. |
config/compat.lua | The ox_lib layer: which interface draws each component, the radial key, menus. |
config/inventory.lua | The inventory: walking, saves, rate limits, distances and the security rules. |
config/target.lua | Targeting: rows, locked options, dots and limits. |
config/settings.lua | The F7 settings every player starts with. |
Delete a line to fall back to its default.
config/hud.lua
Data sources
Config.frameworkstringdefault: 'auto'Where hunger, thirst, stress and money come from. 'auto' tries Qbox, then QBCore, then ESX. Set 'qbx', 'qb', 'esx' or 'standalone' to choose one. Standalone shows no hunger, thirst or money pops.
Config.fuelstringdefault: 'auto'Which fuel script the gauge reads. 'auto' picks the first one running.
Accepted names: 'ox_fuel', 'LegacyFuel', 'lc_fuel', 'cdn-fuel',
'ps-fuel', 'Renewed-Fuel', 'okokGasStation', 'qs-fuelstations',
'qb-fuel', 'lj-fuel', 'x-fuel', or 'native' for the game's own
fuel level. A fuel script missing from this list can feed the gauge with
registerFuelReader.
Config.seatbeltstringdefault: 'auto'Whose seatbelt the HUD shows. 'auto' shows a known seatbelt script's belt when one runs (ls_utils, qbx_seatbelt, qb-smallresources, esx_cruisecontrol), otherwise nx_hud's own. 'own' always uses nx_hud's belt. 'external' shows only a seatbelt script's belt, and no belt when none runs.
Config.stressstring | booleandefault: 'auto'The stress gauge. 'auto' shows it only when your framework or a stress script provides stress. false hides it.
Config.moneytabledefault: { cash = true, bank = true }The accounts whose changes pop up on the island. Other scripts can show a pop for any account with the moneyPop export.
Vehicle features
The seatbelt and the indicators are built in. Keys are the defaults for new players, who can rebind them in Settings, Key Bindings, FiveM. Speeds are in km/h.
Config.vehicle.seatbelt.enabledbooleandefault: truenx_hud's own seatbelt. false turns it off: no belt key, no ejection, no chime.
Config.vehicle.seatbelt.keystringdefault: 'B'Default key that buckles and unbuckles the belt.
Config.vehicle.seatbelt.ejectSpeednumber | falsedefault: 72An unbuckled crash above this speed throws the player through the windscreen. false never ejects.
Config.vehicle.seatbelt.chimeSpeednumberdefault: 15Above this speed an unbuckled player hears the chime and sees the red belt light.
Config.vehicle.indicators.enabledbooleandefault: trueTurn signals and hazard lights for the driver, seen by every player.
Config.vehicle.indicators.keystabledefault: { left = 'LEFT', right = 'RIGHT', hazard = 'DOWN' }Default keys for the left signal, the right signal and the hazard lights.
Config.vehicle.indicators.autoCancelbooleandefault: trueA turn signal switches itself off after the turn.
Config.vehicle.passengerHudbooleandefault: truetrue shows passengers the vehicle HUD too: the cluster, the loupe or the capsule. false gives passengers the on-foot HUD. The windscreen HUD is always the driver's alone.
With NX Mechanic running, the vehicle HUD also shows a service light: a wrench lamp, amber when the car is due for a service and red when a part is critical or has failed. It shows only in the car the warning is for. There is nothing to set up.
GTA's own HUD
Config.hideGtaHudtabledefault: { 6, 8 }GTA's own HUD text that nx_hud hides: 6 the vehicle name, 7 the area name, 8 the vehicle class, 9 the street name. {} hides none.
Death screens
Config.strictHide.deadbooleandefault: trueStrict-hide nx_hud while the player is dead, so nothing draws over your death screen and notifications wait until the player is up. Works with ESX, QBCore, Qbox (qbx_medical) and plain GTA deaths. false leaves it to your scripts (exports.nx_hud:SetStrictHidden).
Config.strictHide.lastStandbooleandefault: trueAlso while the player is downed in last stand (QBCore, Qbox).
A death script nx_hud does not know can be added to
bridge/client/50_dead.lua (the custom check).
config/compat.lua
The ox_lib layer. Everything here lives in the Compat table.
Compat.localestringdefault: 'en'The server's language for the whole HUD: 'en', 'fi', 'de', 'fr', 'pt-br', 'es', 'tr', 'nl', 'it' or 'pl'. Players can pick their own in the /ox_lib settings menu. A setr ox:locale line in server.cfg overrides it. A line missing from a translation falls back to English.
Compat.enabledbooleandefault: truefalse runs the HUD only. Scripts that need ox_lib then fail to load with a clear message.
Compat.uitabledefault: every component 'nx'Which interface draws each ox_lib component.
Keys: notify, textui, progress, alert, input, context,
menu, radial, skillcheck, clipboard. Each takes:
'nx': drawn bynx_hud.'off': hidden. The logic still runs and callers still get their results.- a function
function(data, kind)that forwards the call to another script.
ui = {
notify = 'nx', textui = 'nx', progress = 'nx', alert = 'nx', input = 'nx',
context = 'nx', menu = 'nx', radial = 'nx', skillcheck = 'nx', clipboard = 'nx',
},Compat.notifyFilterfunction | nildefault: nilDrop or reword single notifications from other scripts, and keep nx_hud's notifications for all the rest. It works with every Compat.ui.notify setting.
function(data, resource) sees every notification before it shows.
data is what the script sent (title, description, type, id
and the rest). resource is the name of the script that sent it, or
nil when that is not known, for example for a notification the server
sent. Return:
falseto drop it.- a table to show that instead.
- nothing (
nil) to show it as sent.
A filter that errors shows the notification as sent and logs the error.
notifyFilter = function(data, resource)
if data.description == 'Laptop packed up.' then return false end
if resource == 'my_garage' and data.type == 'error' then
return { title = 'Garage', description = data.description, type = 'warning' }
end
end,Compat.radialKeystringdefault: 'G'Default key for the radial menu. Players can rebind it in Settings, Key Bindings, FiveM.
Compat.contextFocusstringdefault: 'keys'Context menus. 'keys' is a keyboard menu and the player keeps moving. 'pointer' is the classic mouse menu that holds the player in place.
Compat.restarttabledefault: { resurrect = true, stagger = 300, never = {} }What happens to the scripts that depend on ox_lib when nx_hud restarts. FiveM stops them with it. resurrect starts them again in their original order, one every stagger milliseconds. never lists names that must stay stopped. A full server restart is still the safe way to restart nx_hud.
Compat.healDirectExportsbooleandefault: trueScripts that call exports.ox_lib directly keep working after an nx_hud restart.
Compat.versionCheckbooleandefault: trueLet scripts that call lib.versionCheck look for new versions on GitHub.
Compat.keybindReleaseWatchdogbooleandefault: falsetrue releases a key that was held through the pause menu, instead of leaving it pressed in scripts.
Compat.esxtabledefault: { notify = true, textui = false, progress = false, context = false }Show ESX's own interface calls in nx_hud. notify covers esx_notify and textui covers esx_textui, each only while that ESX resource is stopped or not installed. progress and context are reserved and have no effect yet.
config/inventory.lua
The inventory, in the NxInventory table. ox_inventory's inventory:*
convars still apply (see Convars); this file holds only what
nx_hud adds.
General
NxInventory.enabledbooleandefault: truefalse turns the inventory off. The HUD and the ox_lib layer keep running.
NxInventory.forceProviderbooleandefault: falseKeep the inventory on although a folder named ox_inventory is still installed. Not recommended.
NxInventory.allowForeignLibbooleandefault: falseRun the inventory even when ox_lib is not nx_hud.
NxInventory.walkstringdefault: 'always'Walking with the inventory open. 'always', 'drops' (only next to a drop) or 'never' (ox_inventory's freeze).
NxInventory.replayOntabledefault: { 'es_extended' }Resources that get the inventory handed to them again each time they start. es_extended needs it.
NxInventory.startSignalbooleandefault: trueTell scripts that wait for ox_inventory to start that it has. esx_addoninventory needs it.
NxInventory.saveIntervalnumberdefault: 5Minutes between saves of changed inventories.
NxInventory.fileBudgetnumberdefault: 1200The most files nx_hud may ship, item images included. Clients fail to connect somewhere above about 1,500. nxinv migrate apply copies images within this budget.
NxInventory.orphansbooleandefault: trueKeep items that no longer exist in data/items.lua aside instead of deleting them. List and restore them with nxinv orphans.
NxInventory.hotbarTogglebooleandefault: trueTAB shows the hotbar until TAB is pressed again. false shows it for three seconds, as ox_inventory does.
NxInventory.secondaryKeybooleandefault: falseox_inventory's secondary key (K) for trunks, gloveboxes, dumpsters and stashes. false registers no such key, so it never clashes with other scripts' keys. true brings it back.
NxInventory.gloveboxRadialbooleandefault: trueA Glovebox item in the radial menu while the player sits where the glovebox opens, in a vehicle that has one.
NxInventory.imagepathRewritebooleandefault: truePoint inventory:imagepath at nx_hud's image folder, so item pictures load.
NxInventory.tracebooleandefault: falseLog every ox_inventory call by resource. Also nxinv trace on and off.
Limits
NxInventory.rateLimitstabledefault: { swap = 20, use = 5, give = 2, buy = 10, craft = 5, open = 4 }The most actions per player per second. Over the limit the action is refused and logged. Nobody is kicked.
NxInventory.rangeSlacknumberdefault: 2.0Extra metres allowed between a player and an open inventory before an action is refused.
Rules
Distances in metres and sizes the server enforces, in
NxInventory.rules. The defaults are ox_inventory's.
rules.giveRangenumberdefault: 15How far away another player can be to receive an item.
rules.givePicknumberdefault: 3How close another player must be to appear in the give picker. Never more than rules.giveRange.
rules.shopReachnumberdefault: 10Reach for opening a shop and buying from it.
rules.craftReachnumberdefault: 10Reach for using a crafting bench.
rules.licenseReachnumberdefault: 10Reach for buying a licence at its counter.
rules.searchReachnumberdefault: 10Reach for searching another player.
rules.dumpsterReachnumberdefault: 10Reach for opening a dumpster.
rules.dropClampnumberdefault: 3A drop lands at most this far from the player. Applies while strict.dropClamp is on.
rules.dumpstertabledefault: { slots = 15, weight = 100000 }A dumpster's size. Weight is in grams.
rules.craftLaneMaxnumberdefault: 10Crafts a player can queue behind the one that is running.
rules.shopBuyMaxnumberdefault: 500The most of one item a single shop purchase can buy. The amount picker in the shop stops there too.
Payments
NxInventory.payments.choicestabledefault: { 'money', 'bank' }What shop items without their own currency are paid with, in shops that name no payment. The player picks in the shop; the first is the default. 'money' is cash, 'bank' is the card. Set { 'money' } for cash only, as in ox_inventory. A shop's own payment field wins.
Strict checks
Server checks that are stricter than ox_inventory, in
NxInventory.strict. Set one to false to get ox_inventory's behaviour.
strict.publicReadsbooleandefault: trueThe getInventory and getItemCount callbacks answer only for the caller's own inventories.
strict.dropClampbooleandefault: trueA drop lands within rules.dropClamp metres of the player.
strict.sameBucketGivebooleandefault: trueGiving an item needs both players in the same routing bucket.
strict.shopModelCheckbooleandefault: falseShops on props, such as vending machines, check that the buyer stayed next to the prop.
strict.stashOwnerbooleandefault: trueA client opens a per-player stash only as its own owner.
Containers
NxInventory.containerstabledefault: paperbag and pizzaboxItems that open as their own inventory, keyed by item name.
Each entry takes slots, maxWeight (grams), and an optional
whitelist or blacklist of item names.
containers = {
paperbag = { slots = 5, maxWeight = 1000, blacklist = { 'testburger' } },
pizzabox = { slots = 5, maxWeight = 1000, whitelist = { 'pizza' } },
},Showing items
The item menu's Show lets a player hold an item out so the players
around them see its card. In NxInventory.show. Other scripts can start
it with showItem.
show.enabledbooleandefault: truefalse removes Show from the item menu.
show.rangenumberdefault: 4.0How far away, in metres, players see the card. 0.5 to 15.
show.durationnumberdefault: 7000How long the item is shown, in milliseconds. 2000 to 20000.
show.cooldownnumberdefault: 1500Milliseconds between two shows by the same player.
show.animtabledefault: { dict = 'paper_1_rcm_alt1-8', clip = 'player_one_dual-8', flag = 49 }The animation played while the item is shown.
show.propstabledefault: {}A prop in the hand while an item is shown, keyed by item name.
props = {
id_card = { model = 'prop_franklin_dl', bone = 28422, pos = { 0.084, 0.02, -0.026 }, rot = { -173.85, -88.0, 63.06 } },
},Combining items
NxInventory.combinetabledefault: three recipesDrag one item onto another in the pockets to make something. Each entry is a recipe. Other scripts add recipes with registerCombine.
The recipe fields are listed under
Combine recipes. A recipe
can set its own id; otherwise it is 'cfg:1', 'cfg:2' and so on, in
the order of the list.
combine = {
{ items = { 'coat_hanger', 'tool_kit' }, consume = { coat_hanger = 1, tool_kit = 0 }, result = { { 'lockpick', 2 } }, duration = 2500 },
{ items = { 'blank_card', 'card_skimmer' }, consume = { blank_card = 1, card_skimmer = 0 }, result = { { 'cloned_card', 1 } }, duration = 3000 },
{ items = { 'scrap_electronics', 'copper_wire' }, consume = { scrap_electronics = 2, copper_wire = 1 }, result = { { 'radio', 1 } }, duration = 4000 },
},Carrying items
An item with a carry field in data/items.lua is carried in the hands,
as a prop, while it is in the player's pockets. Every player sees the
prop. With several carry items in the pockets, the heaviest is carried.
In NxInventory.carry.
carry.enabledbooleandefault: truefalse turns carrying off. Carry items then sit in the pockets like any other item.
carry.defaultstringdefault: 'box'The preset an item with carry = true uses.
carry.onDeathstringdefault: 'hide''hide' hides the prop while the carrier is dead or downed. 'keep' leaves it in their hands. A preset or an item can set its own.
carry.presetstabledefault: box, heavy, toolbox and bagNamed carry styles that items can use. Add your own to reuse it on several items.
Each preset takes:
| Field | Meaning |
|---|---|
model, bone, pos, rot | The prop, the ped bone it is attached to, and its offset and rotation. |
anim | { dict, clip, flag }, played while carrying. |
sprint, jump | Whether the carrier can sprint and jump. |
vehicle | false: the carrier cannot get into a vehicle. true: they can, and the prop hides inside. |
weapon | false: weapons are holstered and cannot be drawn. |
walk | true holds the carrier to a walk. |
onDeath | 'hide' or 'keep', over carry.onDeath. |
On an item in data/items.lua, carry takes one of:
carry = true, -- the default preset
carry = 'heavy', -- a preset by name
carry = { preset = 'box', pos = { 0.0, 0.1, 0.25 } }, -- a preset with fields changed
carry = { preset = 'heavy', model = 'my_prop', bone = 28422, pos = { 0.2, 0.0, 0.0 }, rot = { 0.0, 90.0, 0.0 } }, -- your own propWorn gear
Bags, vests, watches and bracelets that players wear, in
NxInventory.accessories. A worn item sits in its own gear slot, next to
the pockets. Which items can be worn is set on the item: see
Wearable items.
accessories.enabledbooleandefault: truefalse turns worn gear off. Items worn before then come back into the pockets.
accessories.exclusivebooleandefault: truetrue: the watch and bracelet props belong to items, so a wrist with nothing worn is bare and the character creator's watch goes. false: nothing is ever cleared, and taking an item off gives back what the ped wore before. Clothing components (bags, vests) are never cleared.
accessories.socketstabledefault: back, vest, watch and braceletThe places an item can be worn. Each socket names a ped prop anchor (prop) or a clothing component (component), and a label.
prop = 6 is the left wrist and prop = 7 the right wrist.
component = 5 is bags and component = 9 vests. look = false on a
socket wears the item (its bag space, its plates) without drawing it on
the ped.
sockets = {
back = { component = 5, label = 'Backpack', look = true },
vest = { component = 9, label = 'Vest', look = true },
watch = { prop = 6, label = 'Watch' },
bracelet = { prop = 7, label = 'Bracelet' },
},accessories.ordertabledefault: { 'back', 'vest', 'watch', 'bracelet' }The gear column in the inventory, top to bottom. It is also the order in which an item that fits several sockets looks for a free one, so with the default a wrist item goes on the left wrist first. An item can change that for itself with accessory.order.
Armour plates
A worn vest with armour = { plates = n } takes plate items
(plate = { armour = n }). The player's armour is the plates' health,
and hits drain the front plate first. In NxInventory.armour.
armour.enabledbooleandefault: truefalse turns plate carriers off.
armour.brokenstring | falsedefault: 'brokenplate'The item a plate turns into when it reaches 0. It goes into the pockets, or to the ground when it does not fit. false: the plate is gone.
armour.insertMsnumberdefault: 2500Milliseconds to fit a plate. At most 4500.
armour.removeMsnumberdefault: 1500Milliseconds to take a plate out. At most 4500.
armour.animtabledefault: { dict = 'clothingtie', clip = 'try_tie_negative_a', flag = 49 }The animation played while a plate goes in or comes out.
config/target.lua
Targeting, in the NxTarget table. ox_target's own convars still work.
Each player chooses only the look, Tether or Bloom, in F7. Whether
idle dots show is a server setting, dots.enabled.
NxTarget.enabledbooleandefault: truefalse stops nx_hud from answering for ox_target and qtarget.
NxTarget.forceProviderbooleandefault: falseStay on while a stopped ox_target or qtarget folder is still installed.
NxTarget.cleanGlobalsOnStopbooleandefault: trueRemove a stopped script's global options too. ox_target leaves them behind.
NxTarget.dropRecycledHandlesbooleandefault: trueForget a local entity's options when the game reuses its handle for another model.
NxTarget.localSweepMsnumberdefault: 60000How often, in milliseconds, options of deleted local entities are forgotten.
NxTarget.rowsnumberdefault: 24The most rows one target shows.
NxTarget.showLockedbooleandefault: falseAlso list options the player lacks the job or item for, with what they need.
NxTarget.lostGraceMsnumberdefault: 120How long, in milliseconds, an open menu stays up when the aim slips off the object for a moment. 0 closes it at once.
NxTarget.holdMarginnumberdefault: 0.25An open menu stays while the aim passes this close to the object, in metres, or through the zone. Nothing in front of it counts: a wall still closes it. 0 turns it off.
NxTarget.acquireMarginnumberdefault: 0.08Opens a scripted prop when the aim passes through it, or this close to it, in metres, even when the prop's collision is missing or smaller than the model. Only props registered by model, entity or local entity count, never global options. Nothing in front of it counts: a wall still blocks it. 0 turns it off.
Dots
Small markers on nearby things a player can use, in NxTarget.dots.
dots.enabledbooleandefault: trueDots on nearby things a player can use, for every player. This is a server setting: players cannot turn dots on or off in F7.
dots.radiusnumberdefault: 8.0How far away, in metres, dots appear.
dots.canInteractstringdefault: 'ttl''ttl' shows a dot only where its option is usable, reusing the answer for ttlMs. 'never' shows dots without asking the option.
dots.ttlMsnumberdefault: 1200How long a dot's usable answer is reused, in milliseconds.
dots.ttlBudgetnumberdefault: 16The most usable checks per dot scan.
dots.whileAimingbooleandefault: trueShow zone dots while the target key is held, even with dots.enabled off.
dots.losbooleandefault: trueNo dots through walls.
dots.losWindownumberdefault: 8The most extra line-of-sight checks per dot scan, for props set into a wall and for zones.
Security and signals
security.hasOptionsPerMinutenumberdefault: 120Per-player limit on option lookups a minute.
security.doorRangenumberdefault: 10.0Metres between a player and a vehicle whose door they open or close through targeting.
NxTarget.startSignalbooleandefault: trueTell scripts that ox_target started when nx_hud starts.
NxTarget.tracebooleandefault: falseLog every target export call by resource.
config/settings.lua
The F7 settings every player starts with, in the NxHudSettings
table. A player's own change in F7 always wins. Every setting a player
never changed follows this file, so a new default reaches them the next
time they join. Remove a line to use nx_hud's built-in default, which is
the value shown here. A value that is not allowed prints a warning in the
client console and the built-in default applies.
Other scripts can read each player's settings with
getSettings.
NxHudSettings.vehiclestringdefault: 'cluster'The vehicle mode: 'cluster', 'loupe' or 'island' (the capsule).
NxHudSettings.facestringdefault: 'a'The cluster face: 'a' (Classic), 'b' (Arcs) or 'c' (Sweep).
NxHudSettings.glassstringdefault: 'hero'The glass quality: 'hero', 'full' or 'off'. 'off' is the lightest on the graphics card.
NxHudSettings.unitsstringdefault: 'mph'Speed units: 'mph' or 'kmh'.
NxHudSettings.radarstringdefault: 'squircle'The radar shape: 'square', 'squircle' (Soft), 'circle' (Round) or 'auto'.
NxHudSettings.radarZoomnumberdefault: 150How far the radar reaches, in metres, 90 to 450. 150 is GTA's own.
NxHudSettings.zoomModestringdefault: 'manual'Radar zoom: 'manual', or 'auto', which widens it with speed.
NxHudSettings.promptsstringdefault: 'island'Where prompts and progress bars appear: 'island' (on the island) or 'near' (near the action).
NxHudSettings.radialstringdefault: 'beads'The radial menu's look: 'beads' or 'bezel'.
NxHudSettings.soundsbooleandefault: trueInterface sounds.
NxHudSettings.volumenumberdefault: 60Interface sound volume, 0 to 100.
NxHudSettings.inventorystringdefault: 'centre'The inventory layout: 'centre' or 'compact'.
NxHudSettings.targetingstringdefault: 'tether'The targeting look: 'tether' or 'bloom'.
-- config/settings.lua: a server that drives in km/h with the lightest glass
NxHudSettings = {
units = 'kmh',
glass = 'off',
}config/logs.lua
Where nx_hud's own server events go, in the NxHudLogs table. With
fxlogs running they are sent there; fxlogs' own ox_inventory adapter logs
the item moves, shop purchases, crafting and searches. Every call is
protected: a missing or failing fxlogs costs a log line, never an action.
Send them to another logger in bridge/server/logs.lua.
NxHudLogs.Backendstringdefault: 'auto''auto' sends to fxlogs while it runs, 'fxlogs' the same, 'none' logs nothing.
NxHudLogs.Adminbooleandefault: trueInventory admin commands: /giveitem, /removeitem, /setitem, /clearinv, /takeinv, /restoreinv, /saveinv, /viewinv and clearActiveIdentifier (admin, warn).
NxHudLogs.Licencesbooleandefault: trueLicence purchases (economy, inventory.licence.buy).
NxHudLogs.Paymentsbooleandefault: trueShop purchases paid by card, a society account or your own payment method: where the money came from (economy, inventory.shop.pay).
NxHudLogs.Combinebooleandefault: trueItems combined in the pockets (inventory, inventory.combine).
NxHudLogs.Evidencebooleandefault: truePolice evidence lockers cleared (crime, inventory.evidence.clear).
NxHudLogs.Exploitsbooleandefault: trueRefused exploit attempts (anticheat, inventory.exploit; alert when the player was dropped).
NxHudLogs.Zonesbooleandefault: trueZones saved with /zone (admin, lib.zone.save).
Convars
nx_hud reads ox_inventory's inventory:* convars with ox_inventory's
defaults, so an existing server.cfg keeps working. What each one does
is in Overextended's documentation.
Set them with setr in server.cfg.
| Convar | Default | Notes |
|---|---|---|
inventory:framework | detected | Set for you when empty, from the framework installed (qbx_core, then es_extended). |
inventory:slots | 50 | Player slots. |
inventory:weight | 30000 | Player carry weight in grams. |
inventory:dropslots | inventory:slots | |
inventory:dropweight | inventory:weight | |
inventory:target | false | Shops, stashes and benches through targeting instead of markers. |
inventory:police | ["police","sheriff"] | |
inventory:networkdumpsters | false | |
inventory:loghookrejection | true | |
inventory:bulkstashsave | true | |
inventory:loglevel | 1 | |
inventory:randomprices | false | |
inventory:randomloot | true | |
inventory:evidencegrade | 2 | |
inventory:trimplate | true | |
inventory:vehicleloot | unset | Unset uses vehicleLoot in inventory/custom/server.lua. |
inventory:dumpsterloot | unset | Unset uses dumpsterLoot in inventory/custom/server.lua. |
inventory:validhosts | Fivemanage hosts | |
inventory:accounts | ["money"] | |
inventory:versioncheck | true | |
inventory:cleartime | 5 | |
inventory:clearstashes | 6 MONTH | |
inventory:webhook | empty | |
inventory:autoreload | false | |
inventory:screenblur | false | ox_inventory blurs the world by default. nx_hud does not. |
inventory:keys | ["F2","K","TAB"] | Inventory, secondary inventory and hotbar keys. |
inventory:enablekeys | [249] | |
inventory:aimedfiring | false | |
inventory:giveplayerlist | false | |
inventory:weaponanims | true | |
inventory:itemnotify | true | |
inventory:weaponnotify | true | |
inventory:imagepath | nx_hud's image folder | Rewritten while NxInventory.imagepathRewrite is on. |
inventory:dropprops | false | |
inventory:dropmodel | prop_paper_bag_01 | ox_inventory uses a medical bag. |
inventory:weaponmismatch | true | |
inventory:ignoreweapons | [] | |
inventory:suppresspickups | true | |
inventory:disableweapons | false | |
inventory:disablesetupnotification | false | |
inventory:enablestealcommand | true | Registers /steal. |
inventory:gloveboxseatrestriction | 0 | |
inventory:dropmarker, shopmarker, evidencemarker, craftingmarker | ox_inventory's markers |
Targeting reads ox_target's convars (ox_target:toggleHotkey,
ox_target:defaultHotkey, ox_target:leftClick, ox_target:drawSprite,
ox_target:defaults, ox_target:debug). The ox_lib layer reads
ox:txAdminNotifications for txAdmin's announcements and warnings.
ox:locale, when server.cfg sets it, overrides Compat.locale as the
server's language. Many ox_lib installs ship setr ox:locale "en": remove
that line to use Compat.locale. ox:userLocales (1 by default) lets
each player pick their own language in the /ox_lib settings menu. See
Translations.
Installation
Requirements, replacing ox_lib, ox_inventory and ox_target with nx_hud, moving your inventory data and item images, and first-start checks.
Customization
The files of nx_hud you can read and edit. Configs, data, inventory gameplay, payment methods, framework bridges, the HUD's data adapters and translations, with a worked example of a custom payment method.