Interest point Indicator [FREE]

Interest point Indicator

This script serves as an optimized replacement for the traditional 3D marker. It dynamically follows the screen edges, positioning itself at the nearest edge to guide the player toward the waypoint. The design ensures players always know where to go without the clutter of 3D markers.

Example use

 exports["ui-marker"]:ShowMarker(source, "home") - To show specific marker
 exports["ui-marker"]:HideMarker(source, "home") - To hide specific marker
 exports["ui-marker"]:ShowMarkers() - To show all marker
 exports["ui-marker"]:HideMarkers() - To hide all marker

Resmon

when idle 0.00ms
when not moving 0.01ms - 0.02ms
1 markers 0.02ms
2 markers 0.03ms
4 markers 0.04ms
20 markers 0.15ms

Preview

Github repo (link)

Config

Config.UPDATE_SPEED = 15 -- put it at 0.6 if you want it to be more responsive and dont care about performance 

-- add waypoints here and use with the exports above

Config.targetCoords = {
    ["startcarrier"] = {
        coords = vector3(1932.688477, 5157.644043, 44.791149), -- waypoint coords
        label = "Thermite Pickup", -- label text
        labelDistance = 35.0, -- label distance
        autoCompleteOnArrival = 30.0, -- auto remove waypoint on arrival, false to disable, distance in meters
        glowDistance = 70.0,
        show = false, -- show on load
        glow_obj = nil -- object to glow
    },
    ["carrierdoor"] = {
        coords = vector3(598.093079, -3416.244873, 6.077423),
        label = "Carrier door",
        labelDistance = 7.0,
        autoCompleteOnArrival = 1.0,
        glowDistance = 70.0,
        show = false,
        glow_obj = `lr_prop_supermod_door_01`
    },

Check my work Here :slight_smile:

Created by: Sharon and Burgil

14 Likes

Beautiful concept, But man does that performance take a hit :grimacing:

how you move the airplane carrier to that place?

Thanks! and i think when you factor in that it’s approximately 75% more efficient than the default marker and only runs while the player is actively moving the mouse around, the performance impact is minimal. If the mouse remains still, it drops to 0.00ms. Plus, performance is only affected when markers appear not constantly making it overall quite optimized.

Its a map for an upcoming heist of mine in the making : )