Feature reference
Every widget and system in Aurora HUD, what it does, and where it is configured.
One entry per feature. Where a feature has its own page, the entry links to it; everything else is configured in the /hud menu.
Player statuses
Section titled “Player statuses”Health, armour, stamina, oxygen, hunger, thirst, stress, voice and player ID. Each has its own icon and colour; the bar style is one of five, applied to all at once.
Five can glow, each with its own switch under a master one:
| Status | Glows |
|---|---|
| Health | below 25%, and while down |
| Hunger, thirst | below 25% |
| Oxygen | below 50% |
| Voice | while talking, no threshold |
The pulse accelerates as the value approaches zero. Reduce flashing holds the glow at full instead of removing it. Armour, stamina, stress and player ID never glow.
All statuses are visible by default. A player can hide any of them, or turn on Hide inactive status, which removes an icon while it has nothing to report (armour at 0, stamina and oxygen at full, stress at 0) and restores it when the value moves. Admins can hide a status server-wide.
Hunger, thirst and stress come from the framework. On a standalone server, feed them with
SetStatus.
Player info
Section titled “Player info”Job, wallet, bank, ID, clock and weather, as a row the player can recolour and trim. The
clock reads in-game or real time, 12h or 24h. Money comes from the framework, or from
Custom.GetMoney in config/client.lua. See Integrations.
Speedometers
Section titled “Speedometers”One per vehicle class. The player picks the style, and any style can be previewed from the menu without entering a vehicle.
| Class | Styles |
|---|---|
| Land: cars, motorcycles, quad bikes, anything on wheels | analog, minimalist, sim-racing, futuristic |
| Bicycles | cyclocomputer, minimal |
| Boats and submarines | sonar, nautical |
| Aircraft | fighter, civilian |
Bicycles report distance, average and top speed instead of fuel, gears and engine. Motorcycles use the land speedometer.
Telemetry: speed, gear, RPM, fuel, engine health, lights, seatbelt; aircraft add altitude, pitch and roll with an artificial horizon. Fuel comes from the script named in Integrations.
Electric vehicles show a power gauge in place of RPM, with regeneration displayed while braking. Applying it to the fuel value needs the ox_fuel patch.
Seatbelt, indicators, cruise control
Section titled “Seatbelt, indicators, cruise control”Each has a keybind and can be switched off in the admin tabs. While a feature is on the HUD is the source of truth; off, the icons can be fed by another script through the exports.
The seatbelt is off by default. See Seatbelt and driving.
Stress
Section titled “Stress”Optional stress engine with configurable triggers, screen effects and relief items. Off by default. See Stress.
Compass and minimap
Section titled “Compass and minimap”| Compass | follows the camera, not the character. Styles: ruler, cardinal, minimal |
| Minimap | the native one, managed: circular or square, zoom, tilt, optional coloured border |
Each can be locked behind its own inventory item, with its own consume-or-keep mode. See widget locks.
Postal code
Section titled “Postal code”Shown next to the minimap, read from the
nearest-postal resource. Without it running
the option does not appear in the menu. The HUD ships no postal dataset, since each dataset
is tied to a specific map texture.
Weapon
Section titled “Weapon”Rounds in the clip, with an optional reserve count beside them. Melee weapons show an icon with no number. The petrol can and fire extinguisher show remaining contents instead of a clip.
The widget does not display the weapon name: the name and label are held for scripts to use, not drawn.
The weapon arrives by event from
ox_inventory, or via
SetWeapon. Reserve ammo is counted through the
inventory.
Crosshair
Section titled “Crosshair”Seven shapes, with colour, outline and centre dot. Display rules: always or only when aiming, and optionally hidden in vehicles or behind a scope. The game’s own reticle can only be hidden, not restyled, so the HUD hides it while its crosshair is active.
Crosshairs travel as a share code. Swapping the CROSS- prefix for CSGO- produces a
Counter-Strike 2 code, and a CS2 code pastes straight in. Letter case is part of the code.
Shapes CS2 does not have export as a plain cross.
Aurora is not affiliated with, endorsed by, or sponsored by Valve Corporation. “Counter-Strike” is a trademark of Valve Corporation; code compatibility is provided for convenience only.
Cinematic mode
Section titled “Cinematic mode”Black bars plus suppression of the native HUD components, with the radar kept or hidden. Bound to a key in Keybinds, and previewable from the menu.
Custom statuses
Section titled “Custom statuses”Server-defined statuses, each with its own icon, colour, and either on/off or a numbered range. Fed by polling an export, reading a statebag, listening to an event, or pushed. See Custom statuses.
Widget locks
Section titled “Widget locks”The compass and the GPS can each require an inventory item, consumable or reusable, stored
per player across reconnects. See the menu page; the item
wiring is useWidgetItem.
Edit mode and layouts
Section titled “Edit mode and layouts”Widgets are positioned by dragging, with snap guides and centring lines. Positions save per player and return on reconnect.
The design exports as an AURORA- share code: bar style, widget visibility, colours,
icons, opacity, and the map block. Remaining widget positions stay out of the code, since
they depend on the importer’s screen.
Support panel
Section titled “Support panel”The last admin tab is where Roll Call is read: the detected framework, inventory and integrations against the running resources, plus every error logged since start-up, as one copyable report. See Troubleshooting.