FiveM Controls
Control IDs are used to detect player input in FiveM scripts. Use these IDs with
natives like IsControlPressed, IsControlJustPressed, and DisableControlAction.
Prefer edge-triggered checks for one-time actions, register rebindable commands where
possible, and avoid disabling controls outside the active interaction state.
Quick Usage
-- Check if player is pressing the jump key (Space)
if IsControlPressed(0, 22) then
print("Jump pressed!")
end
-- Disable the attack control
DisableControlAction(0, 24, true)// JavaScript equivalent
if (IsControlPressed(0, 22)) {
console.log("Jump pressed!");
}
DisableControlAction(0, 24, true);All Controls
Official source · Snapshot: · Download complete JSON
363 of 363 entries
| Index | Name |
|---|---|
| 0 | PLAYER_CONTROL |
| 2 | FRONTEND_CONTROL |
| Index | Name | Default QWERTY | Xbox Controller |
|---|---|---|---|
| 0 | INPUT_NEXT_CAMERA | V | BACK |
| 1 | INPUT_LOOK_LR | MOUSE RIGHT | RIGHT STICK |
| 2 | INPUT_LOOK_UD | MOUSE DOWN | RIGHT STICK |
| 3 | INPUT_LOOK_UP_ONLY | (NONE) | RIGHT STICK |
| 4 | INPUT_LOOK_DOWN_ONLY | MOUSE DOWN | RIGHT STICK |
| 5 | INPUT_LOOK_LEFT_ONLY | (NONE) | RIGHT STICK |
| 6 | INPUT_LOOK_RIGHT_ONLY | MOUSE RIGHT | RIGHT STICK |
| 7 | INPUT_CINEMATIC_SLOWMO | (NONE) | R3 |
| 8 | INPUT_SCRIPTED_FLY_UD | S | LEFT STICK |
| 9 | INPUT_SCRIPTED_FLY_LR | D | LEFT STICK |
| 10 | INPUT_SCRIPTED_FLY_ZUP | PAGEUP | LT |
| 11 | INPUT_SCRIPTED_FLY_ZDOWN | PAGEDOWN | RT |
| 12 | INPUT_WEAPON_WHEEL_UD | MOUSE DOWN | RIGHT STICK |
| 13 | INPUT_WEAPON_WHEEL_LR | MOUSE RIGHT | RIGHT STICK |
| 14 | INPUT_WEAPON_WHEEL_NEXT | SCROLLWHEEL DOWN | DPAD RIGHT |
| 15 | INPUT_WEAPON_WHEEL_PREV | SCROLLWHEEL UP | DPAD LEFT |
| 16 | INPUT_SELECT_NEXT_WEAPON | SCROLLWHEEL DOWN | (NONE) |
| 17 | INPUT_SELECT_PREV_WEAPON | SCROLLWHEEL UP | (NONE) |
| 18 | INPUT_SKIP_CUTSCENE | ENTER / LEFT MOUSE BUTTON / SPACEBAR | A |
| 19 | INPUT_CHARACTER_WHEEL | LEFT ALT | DPAD DOWN |
| 20 | INPUT_MULTIPLAYER_INFO | Z | DPAD DOWN |
| 21 | INPUT_SPRINT | LEFT SHIFT | A |
| 22 | INPUT_JUMP | SPACEBAR | X |
| 23 | INPUT_ENTER | F | Y |
| 24 | INPUT_ATTACK | LEFT MOUSE BUTTON | RT |
| 25 | INPUT_AIM | RIGHT MOUSE BUTTON | LT |
| 26 | INPUT_LOOK_BEHIND | C | R3 |
| 27 | INPUT_PHONE | ARROW UP / SCROLLWHEEL BUTTON (PRESS) | DPAD UP |
| 28 | INPUT_SPECIAL_ABILITY | (NONE) | L3 |
| 29 | INPUT_SPECIAL_ABILITY_SECONDARY | B | R3 |
| 30 | INPUT_MOVE_LR | D | LEFT STICK |
| 31 | INPUT_MOVE_UD | S | LEFT STICK |
| 32 | INPUT_MOVE_UP_ONLY | W | LEFT STICK |
| 33 | INPUT_MOVE_DOWN_ONLY | S | LEFT STICK |
| 34 | INPUT_MOVE_LEFT_ONLY | A | LEFT STICK |
| 35 | INPUT_MOVE_RIGHT_ONLY | D | LEFT STICK |
| 36 | INPUT_DUCK | LEFT CTRL | L3 |
| 37 | INPUT_SELECT_WEAPON | TAB | LB |
Source scope and usage notes
The control-group index and control ID are different arguments. The source lists PLAYER_CONTROL as group 0 and FRONTEND_CONTROL as group 2. Keyboard values describe default QWERTY bindings, not a guarantee of a player’s customized binding. Prefer rebindable commands for resource actions.
Images are served from this repository, not hotlinked. Empty source fields and unknown identifiers are retained as unknown. View the official source or download the complete dataset.