Description
A combat killfeed that lists killer → weapon → victim lines as players die.
Each client only reports its own death; the server resolves the killer and
victim names and the weapon label, then broadcasts one identical entry to every
connected client. This keeps the feed authoritative and impossible to forge from
a single client's view, which is exactly what CnR and deathmatch servers expect.
Prompt Template
You are writing a FiveM resource: a combat killfeed rendered in NUI. No framework…
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 lives at content/expected-outputs/ui/29-pvp-killfeed.lua. The…
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
- Per-client feeds — entries built on each viewer desync and are forgeable; the server must own the entry and broadcast it.
- Premature death read —
GetPedSourceOfDeathonly returns the killer once the ped is actually dead; reading it early attributes kills to the world. - Raw weapon hash in the UI — without a label map the feed shows a signed integer; map the hash server-side.
Corrective re-prompt: "The feed shows different lines per player and the weapon is a number. Move all name resolution to the server using GetPlayerName, add a weaponHash→label table on the server, and broadcast a single entry with TriggerClientEvent('killfeed:add', -1, entry) so every client renders the same line."
Framework Integration
- ESX: No dependency; if you want job-tagged kills, look up
ESX.GetPlayerFromId(killerId).getJob().nameserver-side and add it toentry. - QBCore: No dependency; enrich with
QBCore.Functions.GetPlayer(killerId)on the server to prefix the citizen/gang name before broadcasting. - QBox: No dependency; use
exports.qbx_core:GetPlayer(killerId)server-side for the same enrichment.
Profit Potential
$150–$2000/mo on Tebex (expected ~$500). [INFERRED] priced within the $50-389 script band against a stable combat niche; corpus median seller $11.85K/mo (signal-scraper tebex_snapshot n=100), scaled down for a smaller CnR/deathmatch segment.
Trend Signal
→ stable — inferred: Killfeeds serve the combat/CnR/deathmatch niche; smaller than RP but a consistent, underserved segment.
Sales Angle
Position as drop-in combat polish for CnR, deathmatch and gang-war servers that RP-focused asset packs ignore. Recommended Tebex price: $89 standalone, or bundle with the directional damage indicator for a "combat feedback" pack.
Difficulty & Ship Time
intermediate · ships in 2-4h.