Home / Scripts / Notify
LIVE — THIS IS THE ACTUAL UI, NOT A VIDEO
TRY IT Press a button. Everything you see runs the shipped UI.
0SENT
0SHOWN
0DUPLICATES DROPPED
0RATE LIMITED
THE PART NOBODY ELSE HAS

A notification script is easy.
Surviving other people's code is not.

Anything can draw a box on screen. What breaks a server is the fifth resource firing the same message in a loop while the third one sends a type that does not exist. Three gates sit between your scripts and the player's screen.

GATE 01

Duplicate suppression

Two resources reacting to the same event send the same message twice. Anything identical inside 750 ms is dropped, and a repeat later collapses into the card already on screen as a counter — never a second card.

GATE 02

Rate limiting, per resource

Repeats collapse, but a resource sending thirty different messages cannot be deduplicated. After 12 in 2 seconds that one resource goes into slow mode — on its own, while every other script keeps working normally.

GATE 03

Nothing is ever malformed

Twenty-plus type aliases are normalised, an unknown type falls back to info instead of failing, and duration is clamped to 500–30000 ms. A badly written script cannot produce a broken notification.

AND THE PLAYER

Their screen, their rules

Players open /notify and set scale, corner, sound and manual dismiss for themselves — saved locally, kept through reconnects. Anything important can wait for a Y or N instead of timing out while they were driving.

HONEST COMPARISON

Against a typical paid notify script

The common feature set is genuinely good and most stores ship it. These are the rows where the approach differs — and the reason this one is free.

CAPABILITYTYPICAL $6 SCRIPTNOTIFY
Types, colours, sound, progress barYesYes
In-game scale, position, sound, persistenceYesYes
Works on QBCore, ESX, QBox, standaloneYesYes
Intercepts the calls your scripts already makeYou replace them by handOne line
Interception can be switched off, original returns—Yes
Duplicate suppression—750 ms
Rate limiting per resource—12 / 2 s
Duration clamping—500–30000 ms
Type alias normalisation—20+
ESX advanced notifications—Yes
Install self-test in the console—Yes
Idle cost0.01 ms0.00 ms
Price$6.00Free
Figures for the comparison column are taken from a publicly listed competitor's own store page. We are not naming it — the point is the shape of the difference, not the shop.
WHAT LANDS IN YOUR RESOURCES FOLDER

Open where it counts. Locked where it matters.

dispersia_notify
select a file 
open — yours to edit escrow protected ships as built
No dependency folders. No shared library to install first, no version of a bridge to keep in sync. If it starts, it works.
Everything meaningful is in game. The config file holds colours and the command name — four settings. Everything else is set from a panel in game, not a file.
Open where it matters. The config file and the whole NUI folder — HTML, stylesheet, fonts — ship readable. Restyle it to match your server without touching a line of logic.
Reversible. Delete the one line from your core and every original notification comes back exactly as it was.

It costs nothing to find out
whether the engineering holds up.

Install it on the server you already run. If it does not earn its place, delete one line and everything is back the way it was.

READ THE GUIDE