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How it fits together

What lives where in Aurora HUD, and which settings are set in game versus in a file.

Aurora HUD is configured in game, not in files. There are three places a setting can come from, and they do not overlap:

Where Who changes it Applies to
/hud menu, player tabs Any player That player only
/hud menu, admin tabs Holders of the aurora_hud.admin ace The whole server
config/ folder Server owner The whole server

The config/ folder answers one question: which other scripts the HUD talks to. Fuel, inventory, notifications, voice, phone, banking. The shipped languages are listed there too, since a script cannot enumerate its own files.

Everything else is in the menu: colours, positions, which widgets exist, seatbelt, stress, crosshair, currency, default language.

  • Directoryaurora_hud
    • Directoryconfig/ the only files you edit
      • client.lua which of your scripts the HUD talks to
      • server.lua inventory adapter, if yours is unusual
      • Directorylocales/ one JSON per language
        • …
      • Directorylogos/ your server’s logo
        • …
    • Directoryclient/ client code (bridge → core → modules)
      • …
    • Directoryserver/ server code and persistence
      • …
    • Directorystream/ minimap textures
      • …
    • Directoryweb/ the interface
      • …

Only config/ is meant to be opened.

Every adapter in config/ runs inside a guard. On error (a missing export, a renamed resource, a typo) the failure is recorded and the HUD falls back to its own behaviour for that feature. What failed is listed by name in /hud → Support, which is where Roll Call, the record of which resources the HUD found and which stopped answering, is read. See Troubleshooting.

ensure aurora_hud

Config files are read at start-up. Nothing in config/ is hot-reloaded.