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The /hud menu

What each player sets for themselves in the in-game menu, and what admins set for the server.

The menu opens with /hud. Almost every setting lives there.

A player who has never opened it is told once, shortly after the HUD appears, that the command exists. That happens a single time per player and admins can switch it off.

Saved per player and restored on reconnect. Each player controls:

  • Which widgets appear, and where on screen
  • Colour, per widget
  • Background opacity, down to fully transparent
  • Language, when it differs from the server default

Every widget is moved and resized by dragging, with snap guides between them. Chat is hidden while edit mode is open.

A design exports as an AURORA- share code, importable on the same server or another.

Carried Not carried
Bar style, widget visibility, colours, icons, opacity Position of every other widget
Map block: minimap shape, position and size of map and compass

Visible only to players holding the aurora_hud.admin ace, not the built-in command ace, and nothing else. Granted in server.cfg:

add_ace group.admin aurora_hud.admin allow # a group
add_ace identifier.license:xxxxxxxxxxxxxxxx aurora_hud.admin allow # a person

Without one of these lines nobody sees the admin tabs, including the server owner.

The tabs cover:

Setting Effect
Seatbelt Whether the HUD runs its own seatbelt, and what a crash does to an unbelted driver. Seatbelt and driving
Indicators The same switch for turn signals and hazards
Cruise control The same switch, plus the step the adjustment keys move by
Electric vehicles Which models count as electric, and whether braking charges them. Electric vehicles
Stress Whether the HUD’s own stress engine runs, and which items relieve it
Crosshair The HUD’s own crosshair. The game’s reticle cannot be restyled by a resource, only hidden, so the HUD hides it and draws its own
Server logo Which logo shows: a file in config/logos/ or an https URL
Menu appearance The menu’s own background, accent colour and opacity
Welcome hint Whether a player who has never opened the menu is told once that /hud exists
Currency The symbol used by the wallet widgets
Default language What a player sees before choosing their own
Custom statuses Your own status icons, static or 0–100
Widget locks Requiring an item for a widget to be visible
Controls The default key for each action, for players who have none yet

The compass and the GPS can each require an inventory item. While locked, the widget is replaced by a placeholder reading “Locked. Use the … item to unlock”.

Two modes:

Mode On use Using it again
Consume Spends 1 item; the unlock is saved for that player and survives a reconnect Nothing is spent, and the HUD reports that it was not consumed
Keep Nothing is spent; the widget turns on Toggles the widget off and back on

In keep mode the unlock lasts while the item is in the inventory and ends when it leaves. Death re-locks the widget in both modes.

Wiring the item: one line for ox_inventory, nothing for a framework inventory, an adapter entry otherwise. See Widget lock items.

Every feature the HUD provides can be turned off here. That is the supported way to run a separate seatbelt, indicator or cruise script alongside it: turn the HUD’s version off, then feed the icons through the exports.

While a HUD feature is on it is the source of truth, and external values are ignored.

Server-defined statuses, each with its own icon and colour. Two kinds:

  • Static: on or off, such as a safe-zone marker
  • Numbered: 0 to 100, such as radiation or infection

A status can be polled or pushed. The push form is exports.aurora_hud:SetCustomStatus, documented in Exports.

The last admin tab reports what the HUD detected and what has failed since start-up, and assembles a report for pasting into a support channel. See Troubleshooting.