Real-Time Player Blips On Map

A real-time player blip system for FiveM using the Mono v2 runtime.

player-blips

  • Dynamically switches between coordinate blips and entity blips.
  • Makes use of scope events to maximize efficiency.
  • Features vehicle blip sprites.
  • Clients only update players in the same routing bucket.

Install

  • Download from release.
  • Drop playerblips into your resource directory.
  • Add ensure playerblips to your server.cfg file.

Usage

To change the update rate for coordinate blips, change the following in config.json

{
    "Delay": 500
}
4 Likes

Great Job! Will be also cool a lua version in future :heart:

If there was a feature with Bilps between jobs, it would be an unprecedented script! :heart_eyes:

So does this show players globally when using Infinity? Also, is there a way to toggle the display of the blips and restrict it to only players with certain Ace Perms? We currently use vMenu for blips but with Inifinity it doesn’t show players outside of your area so wanting to find something that will allow us to see all player blips and also restrict it so only staff can see them

  • No blips also appear in-game

Thanks for letting me know, should be fixed now.

Works good now, though after running it in my server. I’m not sure why but for some reason some player blips entirely stop updating after some time, and some of them end up switching to our Zombie blip which is super odd.

In this first picture, the person nearest myself is not actually there, and it stopped updating essentially just leaving that blip there.
Screenshot_2162

These ones marked with red lines and such are actually players, but the playerblips made them enemy blips
Screenshot_2161

Here’s also another one

Also, another thing that may be an issue is that I don’t see any vehicle blips when a player drives a car.

That’s odd. Were any errors thrown in console?

It’s hard to troubleshoot this without reproducing the problem. How many players were in the server at the time?

By default, created blips spawn as enemy blips, then the script collects data and then finalizes the name, color, etc. Are the player blips (enemy) updating?

No errors were thrown unfortunately, things were pretty normal looking.

We had about 11 people on, some of the blips would update, while others had the red enemy blip on them and it’d be an actual player, the non-marked red blips in the screenshot are zombie blips. It’d be fine for about 60 - 90 seconds then one blip would entirely stop updating. It also seems as if any player gets into or is in a vehicle it just doesn’t update at all and ends up ghosting the icon

Hey man, really looking forward to using this. Are there any updates planned soon?

Sorry for the delay. I’m not able to push out updates as frequently as I’d like to, however if this script isn’t working out I would definitely recommend getting another one from the forums.

If your server is limited to 64 players, you can always add the following in your server config. I’m not too sure how much this would affect performance but all players should be recognized client-side globally and player blips should show up fine.

set onesync_distanceCulling off
set onesync_distanceCullVehicles on

Here’s a small script I made to test it out.

CreateThread(function()
	while true do
		for _, player in ipairs(GetActivePlayers()) do
			local ped = GetPlayerPed(player)

			if (ped ~= GetPlayerPed(-1)) then
				if not DoesBlipExist(GetBlipFromEntity(ped)) then
					local blip = AddBlipForEntity(ped)
					ShowHeadingIndicatorOnBlip(blip, true)
					SetBlipScale(blip, 1.3)
					SetBlipColour(blip, 0)
					SetBlipNameToPlayerName(blip, player)
				else
					local blip = GetBlipFromEntity(ped)
					SetBlipRotation(blip, GetEntityRotation(ped))
				end
			end
		end
		Wait(5000)
	end
end)
1 Like

Is there any way to potentially change the color of the blips? Would love a config option to do so.