FiveM Docs / Native Reference
API Set:
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  • server
  • client
Language:
  • raw
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  • Home
      • Getting Started
        • PrerequisitesInstalling FiveMSetting up a FiveM ServerCreating Scripts
      • Client manual
        • Console commandsCrosshair commandsEnabling Full Client Dumps
      • Server manual
        • Setting up a serverSetting up a server using a game server hosting providerSetting up a server using txAdminSetting up a Vanilla FXServerServer CommandsProxy SetupServer Name ColorsAsset EscrowSetting up a Tebex StoreFeatured Server ListFinding resourcesEnd of Support/End of Life Warning MessageFrameworks
      • Guides for 3D assets
        • Part 1 - Tooling & Workspace SetupPart 2 - Exploring & Exporting GTAV AssetsPart 3 - Creating GTAV Assets in BlenderPart 4 - Placing Assets & Creating Simple Map ModsPart 5 - Collision Editing and Creation
      • Guides for scripting
          • Scripting introduction
            • Introduction to resourcesCreating your first script in LuaCreating your first script in JavaScriptCreating your first script in C#Understanding and Using Native FunctionsFact Sheet
          • Scripting runtimes
            • Scripting in LuaScripting in JavaScriptScripting in C#
          • Debugging
            • Using the profiler
          • Networking
            • Network and local IDsState bags
          • Working with events
            • Listening for eventsEvent CancelationTriggering events
          • User interfaces with NUI
            • Fullscreen NUINUI callbacks
              • Loading screens
              Direct-rendered UI
          • Voice
          • Using Scaleform
          • Migrating from deprecated methods
            • Creating chat messagesCreating commands
          • Using new game features
            • Work with drawable components and props using collectionsFuel consumption
      • Scripting reference
          • Client functions
          • Server functions
          Resource manifest
          • Runtime-specific references
              • Lua function reference
                • Client-side functions in LuaServer-side functions in Lua
              • JavaScript function reference
                • Client-side functions in JavaScriptServer-side functions in JavaScript
              • C# function reference
                • Client-side functions in C#Server-side functions in C#
          • Events
              • Client events
              • Server events
              • List of events
                • gameEventTriggeredonClientResourceStartonClientResourceStoponResourceStartonResourceStartingonResourceStopplayerConnectingplayerDroppedpopulationPedCreatingrconCommandrespawnPlayerPedEventvehicleComponentControlEvent
          • Convars
          • OneSync
      • Game references
        • BlipsCheckpointsControlsData filesGame eventsGamer tagsHUD colors
          • Input mapper/parameter IDs
            • DIGITALBUTTON_AXISGAME_CONTROLLEDJOYSTICK_AXISJOYSTICK_AXIS_NEGATIVEJOYSTICK_AXIS_POSITIVEJOYSTICK_BUTTONJOYSTICK_IAXISJOYSTICK_POVJOYSTICK_POV_AXISKEYBOARDMKB_AXISMOUSE_ABSOLUTEAXISMOUSE_BUTTONMOUSE_BUTTONANYMOUSE_CENTEREDAXISMOUSE_NORMALIZEDMOUSE_RELATIVEAXISMOUSE_SCALEDAXISMOUSE_WHEELPAD_ANALOGBUTTONPAD_AXISPAD_DEBUGBUTTONPAD_DIGITALBUTTONPAD_DIGITALBUTTONANYTOUCHPAD_ABSOLUTE_AXISTOUCHPAD_CENTERED_AXIS
          Instructional ButtonsMarkersNet Game EventsPed modelsPickup HashesProfile SettingsRadio StationsSpeechesText formatting
          • Vehicle references
            • Vehicle modelsVehicle ColoursVehicle Flags
          Weapon modelsZones
      • Stock resources
          • baseevents
          • chat
              • Events
                • chat:addMessagechat:addSuggestionchat:addSuggestionschat:addTemplatechat:clearchat:removeSuggestionchatMessage
              • Exports
                • addMessage (client)addMessage (server)addSuggestionregisterMessageHookregisterMode
          • mapmanager
          • sessionmanager
          • spawnmanager
          • txAdmin
      • Alchemist
      • FxDK
        • ResourcesWorld EditorProject buildingFXCode
      • Developer docs
        • SandboxScript runtimesSecure your events
      • Support
        • Client issuesServer issuesResource FAQServer debuggingRequesting Documentation
      • Contributing
        • Contribution Guidelines
          • Git
            • Rebase GuideSquash Guide
      • Cookbook Archive
        • Marking a vehicle as 'player vehicle' for game codeMaking a console key bind wait between commandsQuick note on using built-in ACL/securityUsing modified scenario files on FiveMFYI: FiveM and RedM support raw .ymap/.ytyp filesRouting buckets: split game stateCitizenFX C# templates are fixedA quick note about OneSync server-side persistenceTry the new CitizenFX C# templates for FiveMUploading photos from in-game to the Cfx.re GalleryUsing the new console key bindingsOptimizing resource downloads using a caching proxyOneSync: intercepting game events (such as explosions)ANCIENT INFO] Two new experimental OneSync variablesUseful snippet: getting the top left of the minimap in screen coordinatesImproving script stack tracesGET_ACTIVE_PLAYERS: the replacement for player loopsAdaptive Cards in deferralsLua support for compile-time Jenkins hashesOur work on supporting emoji in Scaleform GFx

Cookbook Archive

Cookbook Archive

This section contains articles preserved from the discontinued Cookbook blog. All content is provided in its original form. Newer information may exist.

2022

  • 2022-01-06 - Marking a vehicle as 'player vehicle' for game code

2021

  • 2021-12-21 - Making a console key bind wait between commands
  • 2021-07-17 - Quick note on using built-in ACL/security
  • 2021-04-13 - Using modified scenario files on FiveM
  • 2021-04-09 - FYI: FiveM and RedM support raw .ymap/.ytyp files

2020

  • 2020-11-28 - Routing buckets: split game state
  • 2020-08-25 - CitizenFX C# templates are fixed
  • 2020-07-10 - A quick note about OneSync server-side persistence
  • 2020-02-24 - Try the new CitizenFX C# templates for FiveM
  • 2020-01-20 - Uploading photos from in-game to the Cfx.re Gallery
  • 2020-01-06 - Using the new console key bindings

2019

  • 2019-10-29 - Optimizing resource downloads using a caching proxy
  • 2019-08-19 - OneSync: intercepting game events (such as explosions)
  • 2019-08-12 - [ANCIENT INFO] Two new experimental OneSync variables
  • 2019-08-12 - Useful snippet: getting the top left of the minimap in screen coordinates
  • 2019-07-15 - Improving script stack traces
  • 2019-06-29 - GET_ACTIVE_PLAYERS: the replacement for player loops
  • 2019-06-29 - Adaptive Cards in deferrals
  • 2019-06-23 - Lua support for compile-time Jenkins hashes
  • 2019-06-09 - Our work on supporting emoji in Scaleform GFx
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