Configuration
Configure language, map style, spawn locations, icons, HUD integration, and developer API.
All settings are in Customize.lua — the only file you need to edit.
General
Prop
Type
UI
Prop
Type
Map
Prop
Type
Customize.Map = {
Image = 'map-1',
Brightness = 1.0,
ClusterDistance = 3.5,
}Players can scroll to zoom and drag to pan the map during spawn selection.
Locations
Define the spawn points that appear on the map.
Location Properties
Prop
Type
Example
Customize.Locations = {
{
icon = 'fa-solid fa-city',
name = 'Legion Square',
coords = vec4(195.17, -933.77, 29.7, 144.5),
},
{
icon = 'fa-solid fa-tree',
name = 'Paleto Bay',
coords = vec4(80.35, 6424.12, 31.67, 45.5),
},
{
icon = 'Apartments.svg',
name = 'Motels',
coords = vec4(327.56, -205.08, 53.08, 163.5),
},
}Icon Types
Use any FontAwesome solid/regular class:
icon = 'fa-solid fa-city'Place your .svg file in the resource's icons directory and reference by filename:
icon = 'Apartments.svg'Use a direct image URL:
icon = 'https://example.com/icon.png'Special Markers
In addition to configured locations, two special markers appear automatically:
Prop
Type
The mugshot on the Last Location marker comes from the multicharacter system's cache. If no mugshot is available, a default icon is shown.
HUD Integration
Hide your HUD during spawn selection to prevent UI overlap. The SetUI function is called automatically.
Customize.Client = {
SetUI = function(visible)
-- uz_PureHud integration (built-in)
if GetResourceState('uz_PureHud') == 'started' then
exports['uz_PureHud']:SetHudVisibility(visible)
end
-- Add your HUD toggle here:
-- exports['my_hud']:ToggleDisplay(visible)
end,
}If you don't hide your HUD, players may see overlapping UI elements during spawn selection.
Events & Exports
Open the spawn selector manually from other scripts.
Client Event:
TriggerEvent('uz_SpawnSelector:setOpen')Client Export:
exports['uz_SpawnSelector-2']:OpenSpawnSelector()Useful for custom respawn logic or admin commands where players need to pick a spawn location.