Exports
Complete client and server export reference for orbit-dynamichud-v2.
Exports
Exports are called from another resource. Client exports affect only the local player; the server toggleHud export accepts a target player source.
Client exports
| Export | Signature | Return | Purpose |
|---|---|---|---|
notify | notify(data) | none | Show a notification. |
Notify | Notify(data) | none | Case-compatible alias of notify. |
showTextUI | showTextUI(text, options?) | none | Show or replace the local Text UI prompt. |
hideTextUI | hideTextUI() | none | Hide Text UI. |
isTextUIOpen | isTextUIOpen() | boolean, string? | Return open state and current text. |
skillCheck | skillCheck(difficulty, inputs?) | boolean | Run a blocking skill check. |
skillCheckActive | skillCheckActive() | boolean | Test whether a skill check is active. |
cancelSkillCheck | cancelSkillCheck() | none | Cancel the active skill check. |
progressBar | progressBar(data) | boolean | Run a blocking progress action. |
progressActive | progressActive() | boolean | Test whether a progress bar is active. |
cancelProgress | cancelProgress() | none | Force-cancel the active progress bar. |
SeatbeltState | SeatbeltState(state) | none | Set the local speedometer seatbelt indicator. |
CruiseControlState | CruiseControlState(state) | none | Set the local speedometer cruise indicator. |
toggleHud | toggleHud(visible) | none | Ask the server to replicate HUD visibility for the local player. |
getHudVisibility | getHudVisibility() | boolean | Return whether the gameplay HUD is currently visible after temporary visibility gates are applied. |
getOnboardingState | getOnboardingState() | boolean | Return the current local onboarding state. |
startOnboarding | startOnboarding() | boolean | Request incomplete onboarding to start. Returns whether the request passed the client-side configuration and login guards. |
closeOnboarding | closeOnboarding() | boolean | Close onboarding and return whether an active or pending onboarding state existed. |
Detailed option tables and examples for the first eleven exports are in Interface APIs.
exports['orbit-dynamichud-v2']:notify({
description = 'Saved successfully.',
type = 'success'
})
exports['orbit-dynamichud-v2']:showTextUI('[E] Interact')
local passed = exports['orbit-dynamichud-v2']:skillCheck('easy', { 'E' })
local completed = exports['orbit-dynamichud-v2']:progressBar({
label = 'Working',
duration = 3000
})
exports['orbit-dynamichud-v2']:hideTextUI()Vehicle state exports
Use the state bags described on the Events and State Bags page when your resource already owns replicated vehicle/player state. The exports are useful for older client-only integrations.
exports['orbit-dynamichud-v2']:SeatbeltState(true)
exports['orbit-dynamichud-v2']:CruiseControlState(false)SeatbeltState expects a truthy or false value. CruiseControlState forwards the supplied value to the UI. Call them only when state changes rather than every frame.
HUD visibility
The client export emits a source-bound server event that updates the calling player's replicated hud:showHud state:
exports['orbit-dynamichud-v2']:toggleHud(false)
-- Show it again later.
exports['orbit-dynamichud-v2']:toggleHud(true)Read the effective local visibility state when another resource needs to coordinate its own interface:
local hudVisible = exports['orbit-dynamichud-v2']:getHudVisibility()
if hudVisible then
-- The gameplay HUD is currently being rendered.
endThis getter includes temporary visibility gates such as onboarding and game-menu state. It does not change the replicated hud:showHud value.
The server export accepts a player source first:
exports['orbit-dynamichud-v2']:toggleHud(source, false)Server exports
| Export | Signature | Return | Purpose |
|---|---|---|---|
toggleHud | toggleHud(source, visible) | none | Set Player(source).state['hud:showHud'] with replication enabled. |
Validate the target source in network-facing code before calling the server export. Do not accept an arbitrary target from an untrusted client event without permission checks.
Onboarding state and controls
Use the client exports when another local resource needs direct onboarding control:
local onboardingState = exports['orbit-dynamichud-v2']:getOnboardingState()
if onboardingState then
local requested = exports['orbit-dynamichud-v2']:startOnboarding()
print(('Onboarding request accepted: %s'):format(requested))
end
-- Close the flow when an external setup or character flow takes over.
exports['orbit-dynamichud-v2']:closeOnboarding()startOnboarding is non-forcing: it follows Config.Onboarding, Config.SettingsLocked, player-login, and completed-state guards. It does not reopen onboarding for a player who already completed it. closeOnboarding synchronizes the NUI state and releases onboarding focus without closing an unrelated HUD interface.
See Onboarding for automatic/manual modes and Events and State Bags for event-based integrations.
Resource-stop cleanup
Resources that show Text UI should hide it from their client onResourceStop handler. Cancel a skill check or progress bar only if your resource started it and still owns the active flow.
AddEventHandler('onResourceStop', function(resourceName)
if resourceName ~= GetCurrentResourceName() then return end
exports['orbit-dynamichud-v2']:hideTextUI()
if exports['orbit-dynamichud-v2']:skillCheckActive() then
exports['orbit-dynamichud-v2']:cancelSkillCheck()
end
if exports['orbit-dynamichud-v2']:progressActive() then
exports['orbit-dynamichud-v2']:cancelProgress()
end
end)