UZ Scripts
Spawn Selector

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.

Customize.lua

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.


Troubleshooting

On this page