For the complete documentation index, see llms.txt. This page is also available as Markdown.

Introduction

A fully reimagined in-game HUD built for simplicity, performance, and deep customization. Every component is configurable through a structured permissions and settings system, allowing server owners to define exactly what players can control while maintaining a consistent visual identity.

The HUD supports multiple styles, color modes, and measurement preferences, alongside advanced gameplay systems such as stress effects, cinematic mode, and adaptive vehicle/compass behavior. A built-in edit mode allows players (when permitted) to reposition HUD elements individually, creating a fully personalized layout experience.

Designed with flexibility in mind, the system also includes dynamic visibility rules, vehicle-aware HUD components, electric vehicle support, and extensive localization through centralized label management.

Features

  • Modern HUD system with sharp or round UI styles

  • Fully configurable permission-based customization system

  • Player edit mode for repositioning individual HUD components

  • Color system with full theme and component-level control

  • Monochrome or colorful display modes

  • Cinematic mode with toggleable cinematic bars

  • Perspective mode support for improved widescreen usability

  • Adaptive compass system (camera or character-based)

  • Speedometer unit switching (KM/H or MPH)

  • Dynamic visibility controls for all major HUD components

  • Advanced stress system with effects, blur, and shaking thresholds

  • Optional stress relief system over time

  • Weapon stress filtering with whitelist support

  • Vehicle-aware HUD behavior with electric vehicle detection

  • Performance mode for reduced resource usage

  • Fully localized UI via centralized label configuration

  • Comprehensive weapon name mapping for UI consistency

  • Weather and compass labeling system for world immersion

Compatibility

  • QBCore

  • QBox

  • ESX

  • VRP

  • SNT

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