Configuration
Page dedicated to how to configure our Notify
Languages
You can set the language of the script in the configuration file.
en
: Englishfr
: Frenchpl
: Polishde
: Germanes
: Spanish

Production Mode
Defines the mode in which the script operates, intended for general or production use:
Production
: Iftrue
, enables recommended settings optimized for live/production servers. This is the suggested option for most users, especially non-technical ones.

Menu Command
Defines the command and keybind used to open the notification settings menu:
MenuCommand.Enabled
: Iftrue
, enables the settings menu for players.MenuCommand.Name
: Name of the command used to open the menu (e.g.,/notifysettings
).MenuCommand.Key
: Keybind to open the menu (e.g.,'F9'
). Set tofalse
to disable the keybind.

Reset Command
Defines the command used to reset notification settings to default values:
ResetCommand.Enabled
: Iftrue
, enables the reset command for players.ResetCommand.Name
: Name of the command used to reset settings (e.g.,/qf_resetnotify
).

Debug Commands
Enables a set of debug/test commands used during development. Do not use in production!
DebugCommands.Enabled
: Iftrue
, allows access to testing commands for notifications and UI elements: •/notify_error
•/notify_success
•/notify_info
•/notify_warning
•/progress
•/textui
🔒 Recommended to disable (
false
) or setConfig.Production = true
on live servers.

Advanced
Defines advanced internal settings for stability and protection:
Advanced.SafeguardsEnabled
: Iftrue
, enables internal safety checks to prevent potential issues or misuse during script execution. Recommended to keep enabled.

Other settings
Handles conditional logic based on configuration settings:
When
Config.Production
is set totrue
: •DebugCommands.Enabled
is automatically disabled. •Advanced.SafeguardsEnabled
is enforced for stability.If either
MenuCommand.Enabled
orMenuCommand.Key
is set: • Registers a keybind for opening the notification settings menu usingRegisterKeyMapping
. • This allows players to access the menu via a keyboard shortcut (e.g.,F9
).

Compatibility - ox_lib
Replace function lib.notify with this from the screenshot.

Exports - Client-side
These native exports allow client-side scripts to trigger notifications, progress bars, and text UI prompts safely and efficiently.
All exports include type and length validation when Config.Advanced.SafeguardsEnabled = true
.
📢 exports('notify', function(data) {...})
Displays a styled notification.
exports.qf_notify:notify({
type = 'success', -- string: 'success', 'info', 'error', 'warning'
title = 'Notification', -- string: max 100 characters
description = 'You did it!', -- string: max 300 characters
timeout = 5000 -- number: duration in milliseconds
})
Validation:
Ensures proper types (
string
/number
)Title max: 100 characters
Description max: 300 characters
⏳ exports('progress', function(data) {...})
Displays a timed progress bar with optional callback.
exports.qf_notify:progress({
time = 5000, -- number: duration in milliseconds (max 60000)
text = 'Processing...', -- string
callback = function()
print("Progress finished")
end,
force = false -- (optional) bypass running progress
})
Validation:
Ensures
callback
is a validfunction
Time must be ≤ 60000 ms
Only one progress bar can run at a time unless
force = true
💬 exports('textui', function(data) {...})
Displays a temporary key-based text prompt on screen.
exports.qf_notify:textui({
key = 'E', -- string: key shown in UI
title = 'Interact', -- string: max 100 characters
description = 'Press E to use', -- string: max 300 characters
state = true -- boolean: true = show, false = hide
})
Validation:
Type safety on all fields
Character limits for title and description
🛡️ When
Config.Advanced.SafeguardsEnabled = true
, each export performs strict validation to prevent script errors or abuse. ✅ Use these exports to create unified and modern UI feedback in any of your client-side systems.
Triggers - Client-side & Server-side
🧩 Server → Client Events
🔔 qf_notify/showNotification
Displays a standard notification using the provided data
.
TriggerClientEvent('qf_notify/showNotification', source, {
type = 'success',
title = 'Success',
description = 'Action completed successfully!',
timeout = 5000
})
Delegates to:
exports.qf_notify:notify(data)
See:
exports.qf_notify:notify(...)
⏳ qf_notify/showProgressBar
Displays a progress bar with optional callback (client-side only).
TriggerClientEvent('qf_notify/showProgressBar', source, {
time = 7000,
text = 'Processing...'
})
Delegates to:
exports.qf_notify:progress(data)
💬 qf_notify/showTextUI
Displays a temporary text UI element above the minimap or at the screen edge.
TriggerClientEvent('qf_notify/showTextUI', source, {
state = true,
key = 'E',
title = 'Talk to the NPC',
description = 'Press E to interact.'
})
Delegates to:
exports.qf_notify:textui(data)
📌 These events can be triggered from both client and server, making integration with other scripts easy and flexible.
🧩 Client → Client Events (local usage)
These events allow you to trigger notifications, progress bars, and text UI directly from another client-side script.
🔔 qf_notify/showNotification
Displays a notification with the given data:
TriggerEvent('qf_notify/showNotification', {
type = 'info',
title = 'Info',
description = 'This is a local test notification.',
timeout = 4000
})
Internally calls:
exports.qf_notify:notify(data)
Supported types:
success
,info
,error
,warning
⏳ qf_notify/showProgressBar
Displays a progress bar:
TriggerEvent('qf_notify/showProgressBar', {
time = 5000,
text = 'Cleaning up area...'
})
Internally calls:
exports.qf_notify:progress(data)
Does not support callback when triggered via event (only via export)
💬 qf_notify/showTextUI
Displays a key-based UI prompt:
TriggerEvent('qf_notify/showTextUI', {
state = true,
key = 'E',
title = 'Open Locker',
description = 'Press E to open your locker.'
})
Internally calls:
exports.qf_notify:textui(data)
✅ Use these events when triggering
qf_notify
features locally from another client-side script, without the need to go through the server.
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