Open-world HUD

Shows the overlay of an open-world game: current objective, wanted stars, speedometer, interaction prompt, money and toast notifications, each bound to game variables published by other kits.

Source: module-kits:kits/hud_open_world/usage/en.mdView Markdown source

Also read offline — CLI: grip-forge docs hud-open-worldMCP tool: gripforge_docs { "topic": "hud-open-world" }

Open-world HUD (hud.open_world) #

What it is for #

Shows the overlay of an open-world game: current objective, wanted stars, speedometer, interaction prompt, money and toast notifications, each bound to game variables published by other kits.

It needs mission.run, game.engine; installing it brings them in.

Turn it on #

Install the kit in a project, then change a setting (the values shown are its defaults):

gripforge_gamekit_install   { project_id: "gkp_…", id: "hud.open_world" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "hud.open_world",
                              config: { "show": ["objective", "wanted", "speed", "prompt", "money"], "layout": {"elements": []} } }

First example #

The kit has no dedicated test yet; this installs it and sets two of its settings to their defaults.

gripforge_gamekit_install   { project_id: "gkp_…", id: "hud.open_world" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "hud.open_world",
                              config: { "show": ["objective", "wanted", "speed", "prompt", "money"], "layout": {"elements": []} } }

Settings and defaults #

Descriptions come from the kit manifest and stay in English.

SettingTypeDefaultRange or valuesMeaning
showarray["objective", "wanted", "speed", "prompt", "m…Channels to render; a channel whose variable no kit defines stays hidden.
layoutobject{"elements": []}Optional chrome elements (legacy hudLayout compatible).

Services, events, variables #

  • Service hud.bind: Declarative HUD channels bound through state.bind; notify(text, seconds, style).
  • Events emitted:
    • hud.notify (text, seconds, style)
  • Events listened to: wanted.changed, wanted.cleared, mission.started, mission.objective.completed, mission.completed, mission.failed, interaction.available, interaction.hidden, vehicle.speed, engine.state.changed
  • Variables:
    • hud.active (boolean) — HUD active in this scene
    • hud.scene (string) — Scene title
    • hud.markers (number) — Quest markers in this scene

Hooks and modding #

  • Moddable settings: show, layout

Engines #

Declared targets: web, godot, unity, unreal, rust. gripforge kit api hud.open_world lists the exact settings and services of your version.

Versions #

Kit version 1.3.0.