NO BS HUD V3
NO BS HUD V3
Built for your server. Get the full features, requirements and installation details below.
- Purpose-built FiveM resource
- Community support on Discord
- Secure checkout through Tebex
Inside the resource
Everything you need to know before adding it to your server.
A complete HUD for Qbox, QBCore, ESX Legacy and standalone servers: info block, status, a map inside a compass ring, six speedometers with a helm and a flight deck, and a settings panel where every player drags, scales and colours their own layout.
Includes NO BS Map
Buying the HUD also gets you NO BS Map, delivered as a second resource on the same purchase: a flat 2D map for the radar and pause map with all 946 postcode numbers painted on it, and a built-in /postcode 711 command that sets the waypoint to the number you see. The HUD reads its postcodes for the location display. Both resources work on their own; use the map, the HUD or both.
Everything on screen, nothing you do not need
Top right: clock, weather and date, cash and bank, job with on/off duty and server id, waypoint name, distance and progress, with notifications stacking beneath. Bottom left: the map inside a compass ring that turns with the camera, the location display above it, and a zone chip when a script pushes one. Beside the map: voice chip, health and armour, food, water and stress. Anything your server cannot feed simply leaves without a gap.
- Location display in two looks: CLASSIC (street, crossing, area, postcode) or DISPATCH (postcode, direction, next postcode ahead)
- Health and armour in four styles: bars, stacked, icons or line; needs tiles turn red and play a synthesised warning at 25 and 5
- Sprint bar on foot, red edge flash on damage, a recoil crosshair that kicks with every round while aiming
- Postcodes from no-bs-map or nearest-postal, weather text with a derived temperature, 12/24 h clock, any currency symbol
- Hides itself in the pause menu, in cinematic mode, on the character screen and whenever another script asks it to
Six speedometers, a helm and a flight deck
Every player picks a dial in /hud and it swaps live. Boats get a helm and aircraft a flight deck instead of the car dial, unless the player prefers their own everywhere.
- Rev Ring, Half Arc, Needle, Twin Dial, Rev Bar and Shift Lights, with revs, gear, fuel, engine state, seatbelt, lights, speed limiter, odometer, vehicle name and plate
- MPH or KMH per player; waypoint distance follows the unit
- Helm: compass card following the boat's own heading, knots, depth sounder that goes amber and red in shallow water
- Flight deck: attitude ball with pitch and roll, airspeed, height above ground, climb rate, landing gear chip on planes that have one
- Electric vehicles show a bolt and D / R / N instead of gear numbers
A map inside the compass ring
By default the HUD draws the map itself inside the ring from the tiles that ship with it and keeps the game's radar off. The game's blips, waypoint and GPS route are read from the game and redrawn upright at one size, long-range blips pinned to the rim. If you would rather keep the game's own radar, builtin mode makes it round and keeps it under the ring.
- Page map zooms between on-foot and in-vehicle distances (480 m and 720 m across by default, configurable) and follows the ring wherever a player drags it
- Round or square frame per player, with a sliding compass strip for the square one
- Builtin mode: runtime mask texture, no streamed assets, one-off calibration command with on-screen guidance
- Show the map always or only in vehicles; detects known radar scripts and steps aside with one warning
Every player sets up their own HUD
/hud opens a panel that applies live. Choices are kept per player in the browser store and mirrored in the client key-value store, so they survive a cleared cache.
- EDIT LAYOUT: drag every cluster anywhere, scale each one with the wheel or a corner grip, hide with the eye, snap to edges and to each other, nudge with the arrows, double-click to reset one; the weapon block has its own frame, docked in the driver corner until a player drags it out
- One UI scale for the whole HUD with small, compact and large presets
- Six accent presets or any custom colour; green, amber and red always keep their meaning
- Weapon block in two looks: New (picture, name, a pip per round, condition) or Simple (clip over reserve); weapons without real ammo, such as stun guns, never show a number
- Per-element switches, radio tag mode, cinematic mode, warning volume; server defaults for the main choices, and a reset that returns to them
- The accent colour is exported (GetAccent, event no-bs-hud:accent) so your other interfaces can wear it
Talks to the scripts you already run
Detected on start and again whenever a resource starts or stops; nothing has to be edited for the common cases.
- Framework bridges for Qbox, QBCore and ESX Legacy, plus standalone; readable bridge files, a template for your own
- Voice: pma-voice and saltychat. Fuel: ox_fuel, Renewed-Fuel, LegacyFuel, cdn-fuel, ps-fuel, lc_fuel, okokGasStation, ti_fuel, x-fuel, BigDaddy-Fuel, lj-fuel, qb-fuel, a hook, or the game's own level
- Seatbelt built in (key, state bag, stay-in-seat) or shown from qbx_seatbelt, qb-smallresources, no-bs-seatbeltsystem and similar; odometer from jg-vehiclemileage; weapon pictures and spare rounds from ox_inventory
- Push API for other resources: zone chip, now-playing tag, condition pills, weapon override, speed limiter, and notifications that accept ox_lib-style payloads; an OpenLayout export opens Edit layout on one part
- Reason-tracked hide API (SetHidden / SetVisible with a reason, /hudstatus names whoever forgot to clear theirs); no-bs-gunplay's events understood as they are
Requirements
A current FiveM server build with lua54 (the manifest sets it). No other dependencies: no ox_lib, no database, no server-side data. Frameworks are optional: Qbox, QBCore or ESX Legacy are detected if present, otherwise the HUD runs standalone without money, job and needs. Voice, fuel, seatbelt, inventory and odometer scripts are all optional and auto-detected. ox_inventory is only needed for weapon pictures and inventory-counted reserves; another inventory's image path can be configured.
Editable files
config/config.lua (every option), config/hooks.lua (downed check, custom fuel, engine status, who may open /hud), locales/en.lua (every text of the script and the page; copy it for another language) and bridge/*.lua (the framework bridges, with standalone.lua as the template for your own) stay readable and editable. Documentation ships in docs/.
£30 one-time purchase for both resources (NO BS HUD and NO BS Map), delivered to the account linked at checkout through asset escrow. The HUD's core Lua is protected; nothing in NO BS Map is encrypted. Configuration, translations, integration bridges and supplied examples remain editable. Browser interface files such as HTML, CSS and JavaScript remain readable and are not encrypted.
Need a hand?
Talk to us about compatibility, setup or your next server build.









