Free Complex Safezones Script [QBCORE/QBX/ESX]

Preview: https://youtu.be/-hAaJ41-MRc?si=-slpFNgnZe8Kwrfr

Hey everyone! :waving_hand:

We’re excited to share F5 Safezones - a completely free, open-source safezone system that we’ve been working on for a while now. No Keymaster, no escrow, no SQL. Just clone it, ensure it, and you’re good to go.

We wanted to build something that actually feels polished and complete, not just another “god mode in a circle” script. So here’s what we came up with.

What’s in it?

:world_map: In-game zone creator

You literally fly around and draw zones in-game. Place points for polygon zones or set a radius for circle zones. No more alt-tabbing to config files and guessing coordinates.

Polygon Zone In-Game Creator

Circle Zone In-Game Creator

:desktop_computer: Full Admin Panel

Type /szadmin and you get a proper NUI panel with an interactive map (3 map layers!), zone management, real-time player monitoring, and audit logs.

admin panel

:ghost: Ghosting & protection

No more idiots ramming people at your safezone. Players and vehicles go ghost inside safezones. You also get invincibility, explosion cancellation, weapon blocking, and vehicle damage prevention. Everything is toggleable per zone so you decide what goes where.

Ghost mode

Markers & animations

Cylinder, dome, circle arrow, split arrow, and more. You can add pulsing, bobbing, rotating, or color shift animations to each zone.

Markers

:electric_plug: Framework support

QBCore, QBox Core, ESX. Auto-detected on startup, you don’t have to touch anything.

:floppy_disk: No database

JSON files. That’s the storage. No SQL, no setup, no migrations.

Links

:package: GitHub: GitHub - F5-Studio-FiveM/f5_safezones: The most advanced open-source safezone system for FiveM. · GitHub

:open_book: Docs: F5 Safezones | F5 Studio Docs

If you want to hook into safezones from your own scripts, the docs have all the exports and events documented.


Found a bug or got a feature idea? Open an issue on GitHub or hit us up on Discord. We’re actively working on this so feedback is always welcome.

If you like it, drop a :star: on the repo and :heart: under the post. It helps more people find it.

Open source and free forever. Made by F5 Studio.

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7 Likes

Github 404 not found … coming soon … not good

Yes, we are experiencing github account issues I will post an update here when github revives our account

1 Like

We have provided direct download for script till we get back gh account

Working great, love in it.
Only two things.
Love to see jobs to be able to take weapons out.
As well would be super nice to be able to create zone points, so i could do not only circles, creator is there already.
Apart that this is banger, thank you :wink:

1 Like

Github link is back

Thank you so much for appreciation, we are currently working with contributor on implementing such feature. So stay tuned : -)

1 Like

this looks good i was just speaking on something like this and bam here it is thanks

2 Likes

Job overrides has been implemented

3 Likes

Legend, thank you very much

2 Likes

Title: Excellent script! Just one minor suggestion for perfection

Review:
This script works perfectly and does exactly what it promises. However, there is only one minor drawback regarding the “Ghost Mode” functionality. Currently, Ghost Mode must be active to prevent receiving damage inside the safe zone, which causes the character model to become transparent.

If you could update the script so that the character remains fully visible (not transparent) while still being protected from damage inside the safe zone, this script would be absolutely perfect!

Thank you for your hard work and for sharing this amazing script.

1 Like

Thank you for your report, according to your review, we have released new version resolving your and few other issues.

Release of version 2.3.0

Added

  • Separate Vehicle Invincibility option for the zone (enabled by default)
  • Separate Vehicle Ghosting option — makes vehicles semi-transparent (disabled by default)
  • Both new options also available in per-job overrides

Changed

  • Vehicle protection now runs client-side and covers all vehicles in the zone (including NPCs)
  • Renamed “Enable Ghosting” → “Enable Player Ghosting” — now applies to players only
  • Saving zones in the editor now syncs to players immediately (faster than before)
  • Simplified and sped up invincibility enforcement
  • Updated translations (11 languages)

Removed

  • “Prevent Vehicle Damage” option (replaced by Vehicle Invincibility)
  • Server-side damage cancellation — weapons, vehicles and explosions (replaced by client-side protection)
  • Support for the legacy enableImmortality field
  • The explosionRange config setting

Upgrade note: existing zones don’t have the new option, so their vehicles will become invincible after the update. If a zone should behave differently, untick “Vehicle Invincibility” for it.

Release of version 2.3.1

  • Code has been cleaned up,
  • Entity bug where collsions where still off after leaving a zone has been fixed

Release of version 2.4.0

Safezones — collision & protection overhaul

  • Decoupled protection toggles — each does exactly one thing now:
    • enableGhosting / enableVehicleGhosting → transparency only (no collision effect), default OFF
    • enableInvincibility / enableVehicleInvincibility → damage protection only, default ON
    • collisionDisabled → the only collision toggle, default ON
  • Players & vehicles are now solid (opaque) by default while passing through each other — the semi-transparent look is now opt-in via the ghosting flags.
  • Fixed clipping through walls — collisionDisabled now only disables player↔player, player↔vehicle, vehicle↔vehicle collision. Map geometry, props (CObject), and ambient pedestrians stay solid; you can no longer phase through the map.
  • Fixed cross-client collision desync — zone membership is now server-authoritative, so pass-through is symmetric (no more “solid on my screen, clipping on hers”).
  • Fixed slow-driving bump — no-collision is now re-applied every frame for the local player and their vehicle, so a car can never nudge a player while inside a zone. Collision restores instantly on leaving the zone / deactivation / removal.
  • Empty, parked, and ambient vehicles are included in pass-through (not just player-occupied cars).
  • Faster vehicle detection (200 ms) for entering/leaving vehicles.

Migration: No config changes required — collisionDisabled defaults to ON, so existing zones keep pass-through automatically. Players will simply appear fully opaque now unless you set enableGhosting = true on a zone.

1 Like