[FREE] [Standalone] Player Blips for your staff

Upon request by one of my members, I have made a simple standalone Player Blips system which is compatible with onesync.

  • ~150 Lines of code
  • Very low performance impact
  • Easy to read code (if you know lua) for easy extensions/modifications for your needs
  • Simple plug & play player blips script!
  • Allows your staff to see locations of all players on the map.
  • Simple configuration using ACE permissions and custom command title

Note:
If you run a very high population server, this may become intensive in terms of data transmitted server → client. I will be adding configuration options to mitigate this, so be on the lookout!

Link: https://github.com/coleminer0112/knight-playerblips-lite

7 Likes

Mmm It’s seems that you didn’t test this with a server with like 100, 200 players? This could timeout the whole server

Maybe not necessary freeze, but it could lead to performance issues in the long run, like any other real-time(more or less) script.
Other changes could be, if a player is inside user render zone, they could assign blip to the entity and not static blip.

But either way, this script is not that bad, give the OP some benefit of the doubt :frowning: He is trying!

Btw, nice script (altough server side loop could be more efficient :wink: )

This is litterally a server killer script. You are going to saturate the server with all the refresh you are doing. In this current state, I can not recommend at all this script

I don’t necessarily expect a huge server to be using the resource, however, it is true that I should optimize for high pop regardless - just in case.

I added a couple of points where the script allows a tick to pass between operations. One in the main server loop, so that it does not hitch while compiling player data. The other in the Transmit loop, so it is not blasting X number of events out in a single tick.

As far as the data being transmitted causing a hitch, keep in mind that FiveM automatically uses msgpack to encode the data to an optimal size for network transport. I tested, and each player’s data within the table is approx. 100 bytes. For 150 players, this means the data would be around 0.12 Megabit (0.015 Megabyte) which is far from an issue for a server to transmit every quarter-second or so.
Perhaps at around 500 players, where the data reaches about 0.4 Megabits, it would be optimal to limit the data transfer by breaking down the data into chunks or using Latent events. But this is very niche usage.

Overall, I see this as less system intensive, even in high population servers, than any alternative methods I’ve seen thus far.

Thanks for the feedback!

Hey man can you tell me how i can add the ace permission ? What should i put in the cfg in order for admins to have this command?

how can i get everyone to use it