Description
An on-screen race overlay that shows position, current lap, split time, the gap to the cars immediately ahead and behind, and live speed. It sells as the baseline polish layer servers expect — a race without a HUD looks unfinished, and the server-ordered standings keep every racer's position honest.
Prompt Template
You are writing a FiveM Lua resource (framework via exports, e.g.
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua at content/expected-outputs/racing/27-race-hud-overlay.lua has the server rank racers by lap and distance and push each player their position, lap, and gaps, while the client draws…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Everyone is P1 — positions computed client-side make each racer see themselves leading; the server must rank all racers and assign positions.
- Frame burn — a render thread stuck on
Wait(0)even when idle costs the whole server frame time; gate it so it sleeps when nothing is showing. - Frozen mph — reading speed from a cached ped/vehicle freezes the readout on a car change; re-read the current vehicle every frame.
Corrective re-prompt: "Every racer sees themselves in first and the HUD eats frames when idle. Move standings ordering fully to the server (rank by lap then distance, send each player their position + gaps), and on the client only draw — gate the render thread to Wait(500) when no race is showing and re-read the current vehicle's speed each frame."
Framework Integration
ESX: resolve ESX = exports["es_extended"]:getSharedObject() only if you gate the HUD behind an active race session; the overlay is framework-agnostic.
QBCore: swap to exports['qb-core']:GetCoreObject(); the progress table keys off the server id and needs no core for drawing.
QBox: use exports.qbx_core:GetPlayer(src) if you want to label racers by name in the standings.
Profit Potential
$150–$2000/mo on Tebex (expected ~$500). [INFERRED] Priced inside the $50-389 script band against the signal-scraper tebex_snapshot corpus (median seller $11.85K/mo, n=100); a baseline HUD sits mid-band with steady, stable demand.
Trend Signal
→ stable — inferred: [INFERRED] race HUD overlay is an expected baseline component; steady demand.
Sales Angle
Position the HUD as the polish that makes a race feel finished. Sell standalone at $149 or bundle it into a racing pack on Tebex.
Difficulty & Ship Time
intermediate · ships in 2-4h.