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What's new

PAID LastResort Notify v2.1.2 | Advanced Notifications + Full Game HUD | ESX/QBCore/QBox/Standalone

LastResort

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intelnpc.com
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LASTRESORT NOTIFY
Notifications and a complete game HUD — one resource, one config file, zero dependencies

Version 2.1.2 · ESX / QBCore / QBox / Standalone — auto-detected, never required

8 toast types · 51 surfaces · 5 minigames · 21 synthesized sounds · 7 animations · 3 languages · 0.00–0.01 ms idle


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€30.75€12.30
Launch price for the debut of the LastResort HUD line — it will not stay there.



Fully open source. No escrow, no obfuscation.

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Preview​


V2 UPDATE — the game HUD


V1 PREVIEW (V2 includes all of this)


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At a glance​


Notifications8 toast types, categories, priority, per-player mutes, DND, history centre
Game HUDStatus band + driving cluster + weapon panel, with a drag-and-drop layout editor
VehicleControl panel, seatbelt, turn signals, per-plate odometer, speed limiter
Surfaces51 gameplay surfaces including 5 interactive minigames
FrameworksESX / QBCore / QBox / Standalone — auto-detected, never required
DependenciesNone. No ox_lib, no database, no npm build, no sound packs
Performance0.00–0.01 ms idle · 0.01–0.02 ms with the HUD up · 0.02–0.04 ms driving
MigrationDrop-in shims for okokNotify, mythic_notify, t-notify, pNotify + event bridges
Audio21 sounds synthesized live in the NUI — zero audio files shipped
LanguagesEnglish, Hungarian, German — add your own with one file
CodeFully open source — no escrow, no obfuscation
Price€30.75 €12.30 launch price

Part one — the game HUD​


Three surfaces on one grid, one config block, one look. Nothing has to feed them: the resource samples every value itself, and hunger, thirst, stress, cash, bank and job come straight out of ESX, QBCore or QBox.

Everything is one pixel. No 2px borders, no filled tiles, no rounded cards anywhere. A control that is on is a hairline that lights and type that brightens. Colour is rare — the magenta-to-orange ramp is spent on exactly two things (the speed numeral and the magazine count), and red means something is wrong and is used for nothing else.

The status band​


Eight measurable stats as rings, bars or blades — health, armour, hunger, thirst, stamina, oxygen, stress, voice range — plus street, clock, date, cash, bank, job, ID and headcount as chips. Docks to the live minimap rectangle, so it stays lined up at any safe-zone setting and aspect ratio.

  • Compact mode — a gauge full for six seconds fades to a ghost but never leaves, so the band does not reflow. Health ships exempt, because compacting is right for a full hunger bar and wrong for the stat that says whether you are about to die.
  • A stat nobody has published is not a stat at zero. A gauge whose value has never arrived is not drawn at all, rather than drawn as an empty ring — an empty ring looks exactly like a player about to die. A real 0 still draws.
  • RegisterHudWidget — any other resource can add its own gauge or chip, and it shows up in the layout editor with everything else.
  • /hudwidgets says why a widget is not showing: OFF, ON but NO VALUE, or ON with the current value.

The driving cluster​


A tachometer drawn in code — no gauge library, no images, no external request. 0 to 9 over 230 degrees, redline at 7.5, a 2px line needle with a horizontal motion smear, the gear as a ringed disc on the pivot, and the three-letter tell-tales down the left: ABS, HBK, BLT, FUE, ENG, LGT, DOR, LCK.

  • The speed is three fixed cells with the leading zeros ghosted rather than deleted.
  • Two twelve-segment rails for FUEL and TURBO. Lit is rounded up, so any fuel at all lights the first segment — a tank that reads empty on a car that is still moving is a readout nobody believes twice.
  • A tell-tale that is lit when nothing is wrong is not a tell-tale. A lamp that lights also draws its own 1px rule underneath, so lit and unlit differ in shape.
  • Per-plate odometer, persisted server-side, so mileage follows the vehicle between sessions and between players.
  • Read hooksgetFuel and getGear point the cluster at LegacyFuel, ox_fuel, cdn-fuel or your own gearbox.

One instrument per kind of vehicle​


A rev counter on a Dinghy is a gauge nobody reads, and on a Buzzard it is actively wrong.

ProfileClassThe dialWhat it reads
careverything elsetachometergear on the hub, boost and fuel, the full tell-tale column
bikemotorcycletachometerlean angle instead of the cabin tell-tales a bike cannot have
cyclebicyclenonespeed, hill gradient and a bar for the rider own legs
boatboatcompass roseheading on the hub, knots, depth under the keel, anchor lamp
airheli / planeartificial horizonheight above ground, vertical speed, heading, knots, gear

The horizon has no filled sky and no filled ground — one hairline, a pitch ladder to thirty degrees either side, and barbs on the rungs pointing back toward the horizon, so which half is ground is legible without a drop of colour.

The weapon panel​


Weapon, magazine, reserve and fire mode, with the wanted stars and the microphone above them. It comes up when the player draws, aims or fires, and stays through a reload rather than blinking out between bursts — every weapon HUD that gates on IsPlayerFreeAiming alone disappears mid-reload, which is the single most common complaint about all of them.

Weapon names come from the game own GXT labels, so a player on a French or German client reads their own language.

The layout editor — /hudeditor​


Drag-and-drop mode: move the band, the cluster and the weapon panel, wheel over anything to scale it, switch whole surfaces and individual widgets on and off, pick the dock, pick km/h or mph, save. Every switch previews live. Layout is stored per player and survives reconnects and restarts.

Part two — vehicle, camera and map​


Vehicle control panel (/vehmenu, K) — one list: label left, state right, a hairline between. Engine, lights, signals, limiter, every door, bonnet, boot, every window, locks, seats, roof, cabin light, neon with a colour cycle, radio, the model own extras, a wash and putting an overturned car back on its wheels.

Three rules make it trustworthy: every row shows the vehicle real state, read back from the engine after each press; the page decides nothing; and a control that cannot do anything is not drawn — a two-door gets no rear-door rows.

Quick keysY engine, L locks, no menu.

Seatbelt (/seatbelt, B) — enforced with the engine own fly-through-windscreen model rather than a hand-rolled damage check, so it behaves correctly in every crash the game can produce.

Turn signals — owned here and mirrored onto the vehicle state bag, so every other player on the server sees them. Self-cancels once the turn has actually been made, not on a timer.

Cinematic camera (/cinematic, F7) — eight orbiting angles, shallow depth of field, eased moves, wheel zoom.

Native fullscreen map (/map, F9) — GTA own map, real blips, real zoom, real waypoints, no pause-menu tabs.

Ships off by default: pause menu replacement, minimap layouts, and the frame-rate watchdog — three things that change something a player already relies on.

Part three — the notification engine​


  • 8 toast types — success, error, warning, info, loading, money, item, custom, with per-type colours, durations and sounds, overridable per call.
  • Money toasts that count up and item toasts with thumbnails and quantity badges.
  • Loading to result flows — start a spinner, patch it into a success or error later with one Update call.
  • Action callbacks — the alert and dispatch surfaces carry real Accept / Deny buttons on keep-input focus, so the player keeps moving while clicking.
  • Categories, priority and per-player mutes — players mute what they do not want with /notifymute; muted alerts still land in history.
  • Grouping and auto-dedupe — repeated toasts merge into a single xN counter.
  • Queueing — max-visible cap per anchor with overflow queueing or oldest-out, and a hard queue cap so a scripted flood cannot grow memory.
  • /notifydnd — Do Not Disturb: non-critical toasts go straight to history, critical ones still break through.
  • /notifycenter — a full history centre (last 50) with unread markers.
  • Keybind prompts — put an [E] Refuel prompt on screen that resolves itself on the press.
  • 6 screen anchors, 7 enter/exit animations — slide, fade, zoom, flip, bounce, drop, glitch.

Sound, without sound files​


21 presets synthesized live in the NUI. Nothing to download, nothing to license, nothing to stream. Want your own anyway? Drop an ogg, mp3 or wav into web/sounds/.

Server-side broadcasts​


Code:
exports.lastresort_notify:BroadcastAll({ type = 'warning', title = 'Restart', message = 'Server restart in 5 minutes.' })
exports.lastresort_notify:BroadcastToJob('police', { surface = 'announce', data = { tag = 'Dispatch', text = '10-90 in progress, Vinewood.' } })
exports.lastresort_notify:BroadcastNear(coords, 120.0, { type = 'info', message = 'A car alarm goes off nearby.' })

ACE-gated and rate-limited per caller; every call returns how many players it reached.

Part four — 51 surfaces, 5 minigames​


Every visual beyond the toast is a surface sharing one uniform lifecycle — ShowSurface / UpdateSurface / HideSurface.

caption, title, progresscard
announce, alert (with Acknowledge), location, achievement, wanted stars, hints keybind row, rank XP bar with level-up burst
countdown, progress (cancelable, or fully controlled by your code), circle, segments, ringtimer
objectives timeline, stepper, checklist, resources, delivery (multi-stop courier with animated payout), process, receipt (tax computed, PAID stamp), rally (stage splits with green/red deltas)
gps turn-by-turn, race standings, compass, minimap, weather, serverbar, loadout, vitals, buffs, killfeed, respect
dispatch MDT card with Respond / Ignore, board 911 queue, evidence, territory, zone capture, roster, radio, death screen with bleedout ring and EMS call, scoreboard, catch card, fuel pump, stash grid
modal confirm, skillcheck, lockpick, hackgrid breach protocol, wheel — every one of them returns its outcome to a Lua callback

Single-key surfaces never steal game input. Skillcheck, lockpick, progress cancel, the death screen EMS call and the scoreboard close are read as GTA controls and relayed to the UI, so players keep moving.

Commands​


CommandDefault keyWhat it does
/notifycenterNotification history centre
/notifydndDo Not Disturb
/notifymuteMute or unmute one category
/notifybroadcastAdmin / console broadcast
/notifydebugNUI state, queue, locale, anchors, focus, and the exact reason for a failure
/notifyunstuckbindableClose everything and hand the cursor back
/hudPlayer toggle for the whole HUD
/hudeditorDrag-and-drop layout editor
/vehmenuKVehicle control panel
/seatbeltBSeatbelt
/cinematicF7Cinematic camera
/mapF9Native fullscreen map
/runnotifydemoThe developer tour
/notifyshowcaseThe recorded story scene

Every keybind is registered through RegisterKeyMapping, so every player can rebind it in GTA Settings, Key Bindings, FiveM.

Performance​


The suite runs no permanent per-frame thread. What exists while nothing is on screen is three housekeeping loops at 1, 10 and 30 second intervals.

ScenarioCost
Idle — no toast, no surface0.00–0.01 ms
Game HUD on0.01–0.02 ms
Driving (cluster sampling at 50 ms)0.02–0.04 ms
Toasts on screen0.01–0.03 ms
Interactive surface open0.02–0.05 ms
Cinematic camera up0.05–0.09 ms

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Reproduce it with resmon 1 and /runnotifydemo.

Switching takes minutes, not a weekend​


  • Drop-in shims for okokNotify, mythic_notify, t-notify and pNotify — tiny forwarder resources carrying the exact same export signatures and folder names as the originals. Nothing that calls them needs a single edit.
  • Event bridges for the same four ship on.
  • Framework bridges for esx and QBCore and server-sent ox_lib notify ship off on purpose: with your stock notify still active, enabling them would render everything twice.
  • OxNotify(data) takes an ox_lib-shaped table as-is.

A taste of the API​


Code:
exports.lastresort_notify:Success('Mission complete', 'Package delivered to the pier.')

exports.lastresort_notify:Notify({
  type = 'money', title = 'Payday', money = 2500,
  category = 'money', group = 'payday', sound = 'money', animation = 'glitch'
})

exports.lastresort_notify:Lockpick({ pins = 4, picks = 3 }, function(res)
  if res.success then TriggerServerEvent('mycar:unlock') end
end)

-- Your own status ring on the band, from any other resource
exports.lastresort_notify:RegisterHudWidget({
  id = 'radiation', kind = 'gauge', icon = 'zap',
  color = '#ff5c5c', warn = 0.7, invert = true
})
exports.lastresort_notify:SetHudStat('radiation', 0.86)

Server-side variants take src first. The NUI is plain HTML/JS — no build step and no framework payload.

Config that never breaks on an update​


The copy of config.lua on your server is the one you wrote months ago — so a new release can never assume a new block exists. Defaults for anything added after a release are backfilled from shared/defaults.lua, which fills only the keys you have not set. A feature added in an update cannot silently vanish because your config predates it.

Try it in two minutes​


/runnotifydemo — the developer tour. A guided walk through every toast type, the queue and grouping behaviour, DND, the history centre, the surfaces and all five minigames, with the exact export call printed on screen beside each one. It is also the install test.

/notifyshowcase — One Night in Vice City. A single continuous story in six chapters, about two and a half minutes, built to be recorded. Not one surface appears because a demo decided to show it off. The GPS is up because he is navigating, the wanted stars climb because he was seen, the fuel warning fires because the tank is nearly dry. Three points are real decisions, and each changes what follows.

Both commands ship admin-only, each with its own ACE.

Specs​


Code is accessibleYes — fully open source, no escrow, no obfuscation
Subscription-basedNo
Lines (approx.)5,500+
RequirementsNone — standalone (ESX / QBCore / QBox auto-detected). Any reasonably recent artifact, Lua 5.4
SupportYes

FAQ​


No. Fully standalone — no ox_lib, no MySQL, no npm install, no sound packs and no external CDN request. Player layouts and category mutes live in FiveM KVP on the player own machine; the only thing kept server-side is the per-plate odometer.
All of them. The framework is detected automatically and none of them is required. On any other setup you feed the values with SetHudStats in one line.
Yes. Drop-in shims for okokNotify, mythic_notify, t-notify and pNotify — same folder name, same export signatures. The ESX / QBCore / ox_lib bridges ship disabled so nothing renders twice while your stock notify is still active.
Fully open. No escrow, no obfuscation, nothing encrypted — every line of Lua, JavaScript and CSS ships readable. One purchase covers unlimited servers on your own account, with lifetime updates including major versions.
Yes — /hudeditor is a drag-and-drop layout mode with live preview. The layout is saved per player and survives reconnects and restarts. Servers that would rather not offer it can switch it off in one line.
Yes. getFuel and getGear are read hooks, so the cluster can point at LegacyFuel, ox_fuel, cdn-fuel or your own gearbox. hasTurbo and the lrTurbo state bag cover custom performance systems, and hasKeys hands the key check to whatever keys resource you already run.
Five exports were renamed in v2 and have no aliases: SetHudRow to SetHudEnabled, IsHudRowOn to IsHudVisible, RegisterStatus to RegisterHudWidget, SetStatusValue to SetHudStat, and OpenVehicleMenu to the vehicle panel own export. The resource folder also moved from simpleasf_notify to lastresort_notify.

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€30.75€12.30


One purchase covers unlimited servers on your own account, with lifetime updates including major versions.

Discord:
Website:
Support: [email protected]

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