JG Docs
HUD

Third-Party Seatbelts

The seatbelt key bind, button in the F6 vehicle control menu, sound effects, and indicator light within JG HUD will still work when using a third-party seatbelt integration!

  1. Within config.lua, set Config.UseCustomSeatbeltIntegration = true. Ensure that Config.EnableSeatbelt = true, or it won't work.
  2. Head to framework/cl-functions.lua and find Framework.Client.ToggleSeatbelt. There are two parameters, vehicle & seatbeltOn. seatbeltOn will be true if the seatbelt has been enabled, otherwise false. If you have multiple exports, one for enabling the seatbelt and one for disabling, you'll need to use seatbeltOn in an if statement; for example:
if seatbeltOn then
  exports["my_seatbelt_script"]:enableSeatbelt()
else
  exports["my_seatbelt_script"]:disableSeatbelt()
end

Built-in collision protection

When Config.UseCustomSeatbeltIntegration = false, JG HUD controls collision ejection and disables native windscreen ejection. Set the minimum speeds in config/config.lua:

config/config.lua
Config.MinSpeedMphEjectionSeatbeltOff = 20.0
Config.MinSpeedMphEjectionSeatbeltOn = 100.0

Both values are in MPH, even when your speedometer uses KM/H. They apply to the vehicle's speed immediately before impact. Reaching the minimum speed alone won't eject anyone: the vehicle must collide and lose speed sharply. Normal braking and minor bumps don't count.

Don't run another seatbelt or collision-ejection handler alongside the built-in system. Another resource can eject players independently of these settings. If you use a third-party seatbelt, enable the integration above and configure collision thresholds in that resource instead. JG HUD won't run its own ejection handler or change native windscreen settings in integration mode.

Fully restart your server after switching between the built-in system and a third-party integration. Check buckling, unbuckling and a collision with the HUD indicator visible.

Last updated 5 October 2026

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