Exports & events
Server exports
Lua
exports['saf-hud']:GetAOP() -- 'Statewide'
exports['saf-hud']:SetAOP('Sandy Shores') -- sets and announces it, as 'Server'
exports['saf-hud']:GetSOE('ls') -- 'green'
exports['saf-hud']:GetSOE() -- every area: { ls = 'green', ss = 'amber', pb = 'green' }
exports['saf-hud']:SetSOE('ls', 'red') -- area id, level idSetAOP and SetSOE work like the commands: the change is saved, synced to every player and announced.
Server events
Lua
AddEventHandler('saf-hud:aopChanged', function(text)
print('AOP is now ' .. text)
end)
AddEventHandler('saf-hud:soeChanged', function(areaId, levelId)
print(('SOE for %s is now %s'):format(areaId, levelId))
end)Both fire after every change, whether it came from a command, the console or an export.
Client exports
Lua
exports['saf-hud']:SetHidden(true) -- hide the whole HUD (cutscenes, menus, photo mode)
exports['saf-hud']:SetHidden(false) -- show it again
exports['saf-hud']:IsHidden() -- true while hidden with SetHiddenTo hide the HUD on a condition of your own without calling an export, override Bridge.ShouldHide instead
(see Custom servers).
Example: send SOE changes to your CAD
Lua
-- in your own server resource
AddEventHandler('saf-hud:soeChanged', function(areaId, levelId)
exports['my-cad']:SetBanner(areaId, levelId)
end)