A comprehensive list of common terms and definitions used in FiveM development.
The permission system built into FXServer. Allows controlling access to commands and native functions (e.g., add_ace group.admin "command.start" allow).
Defines the base properties of a game object, including its model, texture dictionary, physics bounds, and flags.
The server binary files required to run a FiveM server. These are updated frequently by the Cfx.re team.
An icon displayed on the minimap or pause menu map to indicate locations like players, shops, or missions.
A virtual dimension or world ID. Players and entities in one bucket cannot see or interact with those in another (default is bucket 0). Useful for house interiors or instances.
A programming pattern where a function is passed as an argument to be executed later. Heavily used in frameworks (e.g., QBCore.Functions.TriggerCallback) to retrieve server data from the client.
The underlying framework that powers FiveM and RedM.
Code that runs on the player’s computer. Handles graphics, input, and immediate visual feedback.
Configuration variables set in server.cfg (e.g., set mysql_connection_string "...").
Variables that can be attached to entities (players, vehicles) which are synced to all clients. Supports Int, Float, Bool, and Time.
A feature allowing HTML/CSS/JS content to be rendered onto an in-game texture (e.g., a working web browser on a phone prop).
Any dynamic object in the game world. The three main types are Peds, Vehicles, and Objects (props).
A signal used to trigger code. Essential for networking:
Public functions exposed by a resource that can be called by other resources (e.g., exports['ox_inventory']:GetItemCount()).
The multiplayer modification framework for GTA V.
A base resource (or collection) providing core features like character management, databases, and economy. Examples: QBCore, ESX, Qbox.
The configuration file (fxmanifest.lua) that defines a resource, its files, dependencies, and metadata. Replaced __resource.lua.
Defines the game mode rules and flow. Usually set in the server config.
An integer ID used to reference an entity or object in code (e.g., ped = 12345).
Files or functions (RequestIpl) used to load parts of the map that are usually unloaded (like interiors).
Persistent storage mechanism. SetResourceKvp allows saving simple data on the client or server without a database.
A unique key from keymaster.fivem.net required to start a server.
Lower resolution versions of models displayed at a distance to improve performance.
A custom interior placed inside the game world. Allows players to walk inside buildings without teleporting.
The 3D geometry of an object, vehicle, or character. Identified by a Hash.
Built-in functions provided by the game engine (GTA V) or the mod (FiveM) to interact with the game world.
A unique identifier for an entity that is consistent across all clients and the server. Used to sync entities.
The system for rendering HTML/CSS/JavaScript interfaces over the game screen. Uses CEF (Chromium Embedded Framework).
The synchronization system for FiveM.
Short for Pedestrian. Refers to any character, including the player and NPCs.
A popular library/script for defining polygonal zones in the world for detection (e.g., entering a specific room).
A static entity or object in the world (e.g., a chair, a box).
A line projected in 3D space to detect collisions. Used for shooting, interaction targeting, etc.
An individual mod or script folder.
A library for GTA V single-player mods. Usually disabled on FiveM servers for security/compatibility.
Code that runs on the server host. Handles database, security, and global state.
A key-value store attached to entities or players that automatically syncs data to all relevant clients (e.g., Entity(vehicle).state.fuel = 100).
The process of sending assets (models, textures) from the server to the client as needed.
A single update cycle of the game loop.
The official, full-featured web interface for managing FiveM servers, included with server artifacts.
A data type representing coordinates.
Cars, boats, planes, helicopters, bicycles, etc.
Collision file format (Embedded Bounds).
Drawable file format (Single model).
Map placement file. Defines where models are placed in the world.
Texture Dictionary file. Contains the images/textures for a model.
Type definition file. Defines archetypes for models so they can be placed in YMAPs.