๐ŸŒŠ Script Flow

What is this?

Every player builds their own crosshair. They pick a shape, colors, an outline and a center dot, and they can go further: a different reticle per weapon class, a sniper scope with mouse-wheel zoom, hit flashes, a low-ammo warning, or a crosshair drawn freehand. Designs are saved as profiles and traded with short share codes.

You stay in control from an admin panel inside the game. You decide which features exist at all, which shapes and scopes players may pick, how far every slider may go, and which keys open what. You press Save and it applies to everyone, live.

The custom crosshair ships off. A new player keeps GTA's own reticle until they switch ours on. That is deliberate: nobody has their aim changed without asking for it.


Turning it on

1

Press the toggle key

F9 by default. It turns the custom crosshair on and off at any time. Players can rebind it themselves in GTA Settings โ†’ Key Bindings โ†’ FiveM.

2

Open the maker

Type /crosshair. You can rename that command, switch it off, or give players a key that opens the maker instead. It is all in the panel, under General.

3

Build a crosshair

The maker has a live preview: every slider you touch is drawn immediately, so nobody is editing blind.


Style: the shape, the colors and the dot

One tab holds the whole look of the crosshair.

  • Shape: Cross, T-Cross, X-Cross, Dot, Circle, Circle + Cross, Chevron or Brackets. You choose in the panel which of the eight players may pick.
  • Geometry: line length, thickness, gap, sharpness (100 is razor sharp, lower gives a soft glow) and rounded ends. Circle shapes get a radius and a ring thickness.
  • Colors: the main color and the overall opacity.
  • Outline: a contour around every shape, with its own color, thickness and opacity, so the crosshair stays readable against a white wall and a night sky alike.
  • Center dot: size, opacity, and either the main color or a color of its own. With the Dot shape, the dot is the whole crosshair.
  • Dynamic gap: the crosshair opens up while shooting or moving, like in a shooter. Off by default, with separate amounts for firing and for moving.

The house crosshair is called DevHub Gold: a rounded gold cross with a center dot. It is what a new player starts from, and what Reset goes back to.


A different crosshair per weapon

Under Per Weapon, a player assigns a saved profile to each weapon class, so a pistol and a sniper never share a reticle.

1

Save some profiles first

Build a crosshair, go to Profiles, name it and save. Per-weapon rules point at profiles, so there is nothing to assign until at least one exists.

2

Switch per-weapon crosshairs on

Then set each class: Pistols, SMGs, Shotguns, Rifles, Snipers, Machine Guns, Heavy, Melee & Fists, Throwables and Everything Else.

3

Pick a profile, the main crosshair, or nothing

A class left on Main crosshair uses the player's main design. Set it to Hidden and that class shows no crosshair at all. The tab marks the class the player is holding right now, so they can see the change as they swap guns.

A weapon follows its GTA weapon class automatically. If you want one specific gun to break that rule, do it in the panel under Weapons.


The scope

A sniper-style overlay that replaces plain aiming.

  • Aim to scope in, scroll the mouse wheel to zoom.
  • Ten reticles: Classic, Thin, Mil-Dot, Delta, Duplex, Mil-Hash, Holdover Tree, Rangefinder, Minimal and Dotted.
  • Set the reticle's color, opacity and thickness, its center dot, the number of rings, and how much of the screen edge is blacked out.
  • Zoom is a range: a minimum, a maximum, a step, and the zoom you start at. It can show a zoom indicator and remember the last zoom between aims.
  • Hold breath: hold Shift while scoped to steady the aim, with an air bar showing how long it lasts.

Players choose whether their scope applies to snipers only or to all guns. You have the last word in the panel, under Scope rules: which weapon groups may scope at all, which count as sniper rifles, whether snipers keep GTA's own scope view, whether scoping works inside a vehicle, and a hard max zoom cap no player can go past.


Feedback: hits, ammo and threats

Three small assists, each with a "Try it" button in the maker so players can see them without firing a shot.

  • Hit confirm: the reticle flashes an X when a shot lands. A takedown flashes bigger, in its own color.
  • Ammo alert: a magazine chip pulses under the crosshair while aiming with a nearly empty clip. The threshold is a percentage of the magazine.
  • Threat tint: the crosshair changes color while it is on a living character.

Any of the three can be switched off server-wide in the panel, and then it disappears from the maker entirely.


Drawing your own crosshair

The Sketchpad lets a player draw a reticle by hand: a pen, a rubber, a brush size and an undo. Symmetry does the tedious part: draw one arm with Fourway on and the other three are mirrored as you go.

A hand-drawn crosshair is too detailed to fit in a share code. Save it as a profile instead.


Profiles, presets and share codes

  • Presets are one-click starting points: DevHub Gold, Classic Green, Red Dot, Cyan Ring, Pro X, Violet Chevron, Marksman and Tactical Brackets. Applying one overwrites the crosshair the player is using, after a confirmation, and never touches their saved profiles.
  • Profiles are named crosshairs a player saves, loads and deletes. Twelve per player by default, which you can change in the panel.
  • Share codes are short codes in the style of CS2. A player exports their crosshair as a code, sends it to a friend, and the friend pastes it in to get the same reticle. Every saved profile can be copied as a code too.

What the admin panel controls

Open it with /crosshairadmin. It also appears as Crosshair in devhub_lib's /admindevhub hub, which opens for devhub_lib admins only, so an admin who got access through the ACE permission or an identifier uses the command instead.

Everything here applies to every player on the server, live. Save & apply writes it, Reset to config throws the overrides away and goes back to what the config file says. Neither one deletes a player's crosshair or their saved profiles: what changes is that a value now outside your limits, or a shape you just switched off, is pulled back into what you allow.

  • Features: ten master switches (dynamic gap, hit confirm, ammo alert, threat tint, sketchpad, per-weapon, scope, profiles, presets, share codes). Switching one off removes it from every player's maker, and makes the matching export a no-op.
  • Crosshair types: which of the eight shapes players may pick. At least one has to stay on.
  • Scope rules: which weapon groups may scope, which count as snipers, which scope styles exist, the hard zoom cap, the overlay magnification, whether snipers keep GTA's own scope, scoping in vehicles, and hold-breath timings.
  • Limits: the minimum and maximum of every slider in the maker. Narrow them and existing player crosshairs are pulled back into range automatically, rather than drifting until the next restart.
  • General: the player command and whether it exists at all, the toggle key, an optional maker key, whether GTA's own reticle is hidden, how many profiles a player gets, and debug mode.
  • Weapons: per-gun exceptions. Give one gun a different class, or let it use the scope like a sniper rifle.

Switching a command or a key off takes effect immediately. Renaming a command, or changing a default key, reaches a player when they reconnect. FiveM cannot un-register a command mid-session.


Where to go next

Configuration Exports And Events