Notify
Your server runs scripts written for three different frameworks, so players see three different notification styles. One line in your core routes all of them through one design — duplicates suppressed, runaway loops rate-limited.
Each one solves a single problem completely and detects QB, ESX, QBox and standalone on its own. No dependency chains, no framework lock-in, no config file to fill in before it works.
Your server runs scripts written for three different frameworks, so players see three different notification styles. One line in your core routes all of them through one design — duplicates suppressed, runaway loops rate-limited.
Your server draws prompts from three places at once — ox_lib text UI, your target system, somebody's own draw-text. One panel replaces all of them without editing a single resource you already installed.

Default chat has not changed since 2019. Channels, proximity, staff visibility and a readable log — without replacing anything your existing commands already do.

Most HUDs redraw every frame whether anything changed or not. This one renders only when a value actually moves, and every element is positioned by the player in game — no config file, no restart.

The first thing every player sees. Cinematic camera, character slots, spawn flow — drop-in compatible with the multichar you already have.

Running a giveaway by hand means screenshots, spreadsheets and an argument about who won. Draws are run in game, entries are verifiable and the winner is picked in front of everyone — no staff member has to be trusted.

Swapping map packs usually means a restart and a night of broken props. Load, unload and switch map sets while the server is running, with a rollback if something goes wrong.