LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone]

LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone] LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone] LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone]
  • LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone]
  • LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone]
  • LastResort Notify — GTA VI Inspired Notification System + Full Game HUD [ESX/QBCore/QBox/Standalone]

$17.34 $29.00

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LastResort Notify

Notification system + complete game HUD for FiveM


One resource. One config file. Zero dependencies.

lastresort_notify owns everything your players read on screen: the notification layer, the status HUD, the speedometer, the weapon panel, the vehicle menu — plus 51 gameplay surfaces on top, all drawn in one neon Vice look.

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

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

The game HUD

  • Status band — health, armour, hunger, thirst, stamina, oxygen, stress and voice range as rings, bars or blades, plus street, clock, date, cash, bank, job, ID and headcount chips. Docks to the live minimap rectangle at any safe-zone setting or aspect ratio.
  • Driving cluster — a tachometer drawn in code, redline, gear disc, 12-segment fuel and turbo rails and the full tell-tale column. Five instrument profiles: car, bike, bicycle, boat and aircraft (artificial horizon).
  • Weapon panel — weapon, magazine, reserve and fire mode. Stays up through a reload instead of blinking out mid-burst. Wanted stars and the mic are separate, so your wanted level does not vanish when you holster.
  • /hudeditor — drag-and-drop layout editor. Move and scale every element, toggle surfaces and widgets, pick the dock and km/h or mph. Saved per player, survives reconnects and restarts.
  • RegisterHudWidget — any other resource can add its own gauge or chip, and it shows up in the layout editor with everything else.

Vehicle, camera and map

  • Vehicle control panel (/vehmenu, K) — engine, lights, signals, limiter, every door, window, lock, seat, roof, cabin light, neon, radio, model extras, wash and flip. Every row reads the vehicle's real state back from the engine; controls a model does not have are never drawn.
  • Seatbelt (/seatbelt, B) — enforced with the engine's own fly-through-windscreen model, so it behaves correctly in rolls, drops and stationary hits. Published on LocalPlayer.state.seatbeltActive.
  • Turn signals — mirrored onto the vehicle's state bag, so every other player sees them. Self-cancels once the turn is actually made.
  • Per-plate odometer — persisted server-side, so mileage follows the vehicle between sessions and between players.
  • Cinematic camera (/cinematic, F7) and a native fullscreen map (/map, F9) with real blips, zoom and waypoints.

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, item toasts with thumbnails and quantity badges.
  • Loading → result flows: start a spinner, patch it into a success or error later with one Update() call.
  • Categories, priority and per-player mutes (/notifymute). A high-priority toast pre-empts the queue instead of waiting behind six others.
  • Grouping and auto-dedupe — repeated toasts merge into a single ×N counter.
  • /notifydnd Do Not Disturb and /notifycenter, a full history centre of the last 50 with unread markers.
  • Keybind prompts — ShowPrompt puts an [E] Refuel prompt on screen that resolves itself on the press.
  • 6 screen anchors, 7 enter/exit animations, action callbacks with real Accept / Deny buttons on keep-input focus.
  • Server-side broadcasts: BroadcastAll, BroadcastToJob, BroadcastNear, BroadcastToIds and DispatchAlert — ACE-gated and rate-limited per caller.

51 surfaces, 5 minigames

Every visual beyond the toast is a surface with one uniform lifecycle — ShowSurface / UpdateSurface / HideSurface: info cards, announcements and status, the progress family, mission trackers, HUD widgets, world and RP panels, and five interactive minigames. Single-key surfaces never steal game input, so players keep moving while a skillcheck or a progress bar is on screen.

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/ and reference it per toast or per surface.

Switching takes minutes, not a weekend

  • Drop-in shims for okokNotify, mythic_notify, t-notify and pNotify — forwarder resources with 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 enabled; framework bridges for ESX, QBCore and ox_lib ship disabled on purpose, so nothing renders twice while your old notify is still running.
  • OxNotify(data) takes an ox_lib-shaped table as-is, so an existing payload needs no reshaping.

Performance

  • Idle — no toast, no surface: 0.00–0.01 ms
  • Game HUD on: 0.01–0.02 ms
  • Driving (cluster sampling at 50 ms): 0.02–0.04 ms
  • Toasts on screen: 0.01–0.03 ms · interactive surface open: 0.02–0.05 ms

No permanent per-frame thread. While nothing is on screen there are three housekeeping loops at 1, 10 and 30 second intervals. Reproduce it yourself with resmon 1 and /runnotifydemo.

A taste of the API

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:Progress({
  label = 'Cracking the safe', duration = 6000, cancelable = true
}, function(res)
  if res.completed then exports.lastresort_notify:Success('Safe opened') end
end)

Try it in two minutes

  • /runnotifydemo — a guided tour through every toast type, the queue and grouping behaviour, DND, the history centre, every surface and all five minigames, with the exact export call printed on screen beside each one. It doubles as the install test.
  • /notifyshowcase — One Night in Vice City, a two-and-a-half minute story scene in six chapters, built to be recorded. Three real decision points change what follows, so two takes give two different runs.

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

Requirements

  • Dependencies: none. No ox_lib, no database, no npm build, no sound packs.
  • Frameworks: ESX / QBCore (QBUS) / QBox / Standalone — auto-detected, never required.
  • Server: any reasonably recent artifact — fx_version 'cerulean', Lua 5.4.
  • Languages: English, Hungarian, German. Adding one is a single file, no manifest edit.
  • Code: fully open source — no escrow, no obfuscation. Approx. 5,500+ lines.

Coming from v1?

The resource folder moved from simpleasf_notify to lastresort_notify. Five exports were renamed in v2 with no aliases: SetHudRow → SetHudEnabled, IsHudRowOn → IsHudVisible, RegisterStatus → RegisterHudWidget, SetStatusValue → SetHudStat, and OpenVehicleMenu → the vehicle panel's own export. Everything else is unchanged.

Your config never breaks on an update: defaults for anything added after a release are backfilled from shared/defaults.lua, which only fills keys you have not set.


Documentation & support

README.md (every export, surface prop, config key and result payload), INSTALLATION.md (step-by-step per framework, including the compat shims and ACE grants), TESTING.md (a five-minute live-server checklist plus the automated suites) and CHANGELOG.md ship in the package. config.lua is annotated line by line.

Support: help@intelnpc.com · the store's ticket channel · our Discord · intelnpc.com. Please include your framework, the resource version, the output of /notifydebug and your config.lua.

Licence: one purchase covers unlimited servers on your own account, with lifetime updates including major versions, delivered through your Tebex account.

Design note & disclaimer

The visual direction of this resource is inspired by the aesthetic that the upcoming Grand Theft Auto VI has brought back into focus — sun-bleached Florida palettes, Miami neon after dark, and a clean, minimal, glass-and-light interface language.

To be explicit about what that does and does not mean: this is not a recreation of the actual GTA VI interface. No GTA 6 assets, textures, fonts, UI layouts, code or leaked material are used anywhere in this resource — every element is drawn from scratch in HTML, CSS and Canvas. Nobody outside Rockstar Games has seen the real GTA VI HUD, and this resource does not claim to be it. What it captures is a mood, not a design.

Last Resort Development is an independent creator. This resource is not affiliated with, endorsed by, sponsored by or connected to Rockstar Games, Take-Two Interactive, or the Grand Theft Auto franchise. “Grand Theft Auto”, “GTA” and all related marks are the property of their respective owners and are referenced here descriptively, solely to communicate a visual style.