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面向 RedM 与 FiveM 角色扮演服务器的脚本、地图与工具。

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store/fivem/fx-hud
fx-hudHud

overview

All-in-one FiveM HUD with glassmorphism Miami Neon design and vehicle systems

FX-HUD is a comprehensive FiveM HUD combining status bars, money display, location, compass, minimap reshaping, and speedometer into one optimized NUI layer. Built on a glassmorphism Miami Neon design language.

Every player receives their own settings menu with customizable layout, minimap shape, theme, gauge style, fonts, speed unit, streamer mode, and cinematic mode. Presets include save, apply, delete, and share code generation, with MySQL persistence ensuring settings persist across restarts.

The vehicle system extends far beyond a speedometer: seatbelt with windscreen ejection and damage reduction, engine toggle, cruise control, turn signals and hazards, plate-based odometer, fuel resource auto-detection, and automatic speedometer switching per vehicle type. Delta-push updates at configurable intervals, resolution-aware UI scaling, native minimap mask reshaping, and Cayo Perico map support maintain performance across all screens.

  • 01Supports QBCore, Qbox, ESX, and Standalone frameworks with auto-detection
  • 02Core HUD displays health, armor, hunger, thirst, stamina, oxygen, and stress
  • 03Money HUD with cash, bank, society funds, dirty money, and VIP coin slot
  • 04Native minimap reshaping with circle or square mask and blip overflow prevention
  • 05Full speedometer with speed, gear, fuel, RPM, engine, signals, lights, and seatbelt status
  • 06Seatbelt system with windscreen ejection, configurable ejection speed, and collision damage reduction
  • 07Plate-based odometer stored server-side with configurable accumulation divider
  • 08Fuel resource auto-detection for LegacyFuel, ox_fuel, ps-fuel, cdn-fuel, and native
  • 096 themes including dynamic theme calculated from in-game clock plus grayscale
  • 104 gauge styles and 9 selectable UI fonts with independent layout and minimap shape options
  • 11Player presets with save, apply, delete, share code generation, and import functionality
  • 12MySQL persistence for settings, presets, share codes, odometer data, and server-wide layouts
  • 13Resolution-based UI scaling with live in-game tuning command
  • 14Admin-editable server-wide default layout with ACE, txAdmin, QB/QBox, and ESX admin recognition
  • 15Streamer mode, cinematic mode, focus RP mode, postal display, and 3D markers
  • 16pma-voice range indicator with automatic segment scaling

Supported Frameworks

  • QBCore
  • Qbox
  • ESX
  • Standalone

Core HUD Information

  • Health, Armor, Hunger, Thirst, Stamina, Oxygen, and Stress
  • Money HUD with Cash, Bank, Society Funds, Dirty Money, and VIP Coin Slot
  • Location, Street, Zone, Compass, Game Clock, and Real-Time UTC-Offset Stamp for POV recordings
  • Weapon Indicator with Name, Magazine, and Total Ammo
  • pma-voice Range Indicator with Automatic Segment Scaling
  • Safe Zone Entry Notifications on Configurable Zones

Minimap Features

  • Native Minimap Reshaping — Circle or Square Mask with Blip Overflow Prevention
  • Per-Shape and Per-Resolution Minimap Tuning, Adjustable Live In Game
  • Radar Zoom Locking So Distant Blips Never Leak Into the Minimap
  • Cayo Perico Map Support — Fixes the Blank Island Radar Other Scripts Leave Behind

Vehicle Systems

  • Full Speedometer: Speed, Gear, Fuel, RPM, Engine, Signals, Lights, and Seatbelt
  • Automatic Speedometer Switching Based on Vehicle Type
  • Seatbelt System with Windscreen Ejection, Configurable Ejection Speed, and Full Buckled Protection
  • Configurable Collision Damage Reduction While Buckled
  • Soft Periodic Seatbelt Warning Sound Plus Optional Framework Notification
  • Engine Toggle, Cruise Control, and Left / Right / Hazard Turn Signals on Bindable Keys
  • Plate-Based Odometer Stored Server-Side with Configurable Accumulation Divider
  • Fuel Resource Auto-Detection (LegacyFuel, ox_fuel, ps-fuel, cdn-fuel, native)

Customization & Personalization

  • 6 Themes Including Dynamic Theme Calculated from In-Game Clock, Plus Grayscale
  • 4 Gauge Styles (Segmented, Dotted, Flat, Minimal) and 9 Selectable UI Fonts
  • Independent Layout and Minimap Shape — Mix Circular Gauges with Square Map or Any Combination
  • Player Presets with Save, Apply, Delete, Share Code Generation, and Import
  • Streamer Mode, Cinematic Mode, Focus RP Mode, Postal Display, and 3D Markers

Data & Persistence

  • MySQL Persistence for Settings, Presets, Share Codes, Odometer Data, and Server-Wide Layouts
  • Automatic One-Time Migration from Legacy KVP Storage with KVP Fallback Mode

Performance & Optimization

  • Delta-Push Updates at Configurable Interval with Expensive Lookups on Slow Tick
  • Resolution-Based UI Scaling with Live In-Game Tuning Command
  • No Wasted Frames, Resolution-Aware UI Scaling

Administration & Integration

  • Admin-Editable Server-Wide Default Layout with Automatic Recognition of ACE, txAdmin, QB/QBox, and ESX Admins
  • Framework Auto-Detection Across QBCore, Qbox, ESX, and Standalone
  • Show / Hide / Toggle Exports for Clean Integration with Multicharacter and Cutscene Resources
  • Automatic Hiding on Pause Menu, Inventory, and Any Configured NUI Menu
  • GTA Default UI Hiding (Vehicle Name, Area Name, Vehicle Class, Street Name, Cash)

Support

24/7 Technical Support included.

FiveMQBCoreESX

FX-Hud

FX-HUD is an all-in-one FiveM HUD built around a glassmorphism Miami Neon design language, combining status bars, money, location, compass, minimap reshaping, and a full speedomete…

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version
1.0.2
updated
7 days ago
frameworks
QBCore, ESX
resource
fx-hud
ChangelogLatest 1.0.2→SupportAsk us on Discord↗

latest release

v1.0.2
  • NEW — Config.Branding: the colours of the server name, the character name, the ID badge and the UTC stamp are now set from the config instead of the stylesheet. The flowing gradient that runs through the server name and the character name takes its colour stops, its speed and its step interval from there, and can be switched off entirely; with it off no timer is created at all, which is the lightest the interface gets. Every colour left empty falls back to the theme, so only what you fill in changes. The ID badge and the UTC stamp are drawn as two layers — a coloured tint over a dark base — and both layers are exposed, so setting the two tints to transparent gives you a flat background. Picking the black-and-white theme still overrides everything, as it should.
  • The HUD is noticeably lighter on the client. The status loop asked the framework for the full player table five times a second, and because that call crosses the resource boundary it serialised the whole table — inventory and metadata included — on every single tick. Hunger and thirst now read from a cache that qb-core and qbx_core refresh themselves whenever player data changes, so the expensive call happens once at login instead of continuously. Servers whose players carry full inventories will see the biggest difference.
  • Values that drift constantly — compass heading, engine RPM, vehicle heading, drift angle and aircraft altitude — no longer send a message to the interface on every tick. Each one now has a small threshold and is only sent once it has moved far enough to be visible on screen. This is where the time actually goes in a HUD: every update is a JSON message into the browser process, which costs far more than reading a game native. Speed is deliberately left out of this, since it is the number players actually read.
  • Two loops that ran every frame — hiding GTA's own HUD components, and blocking the Z key from expanding the radar — were merged into one. Both still run every frame because the natives they use require it, but a frame loop costs something simply by existing, so one loop instead of two removes that overhead outright. With both features switched off in the config, no frame loop is created at all.

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