Description
A directional damage indicator that flashes a screen-edge arc pointing at the source of incoming damage. The arc angle is computed locally from the attacker's world position relative to the gameplay camera for instant feedback; when the attacker is a player, the server confirms their display name so the optional label can never be spoofed. It is the kind of combat-awareness UX players expect from any server that takes PvP seriously.
Prompt Template
You are writing a FiveM resource: a directional damage indicator in NUI. No…
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…
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
- World-heading-only math — without subtracting
GetGameplayCamRot(2).zthe arc is correct on the map but wrong on screen. - Spoofable label — resolve the attacker name from the server id with
GetPlayerName, never from a client-sent string. - Unfiltered game event — check
name == 'CEventNetworkEntityDamage'andvictim == PlayerPedId()or every nearby fight flashes your arc.
Corrective re-prompt: "The arc points the wrong way on screen and labels can be faked. Subtract GetGameplayCamRot(2).z from the world angle before sending it to NUI, and resolve the attacker name on the server from the server id with GetPlayerName inside the dmgind:identify handler instead of trusting the client."
Framework Integration
- ESX: No dependency; gate the label behind
ESX.PlayerData.jobif you only want indicators in certain combat zones. - QBCore: No dependency; read
QBCore.Functions.GetPlayerData().metadatato suppress the arc while a player is downed/dead if your ambulance script uses it. - QBox: No dependency; pair with
exports.qbx_corestate for the same downed-state gating.
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 for a steady combat-UX segment.
Trend Signal
→ stable — inferred: Directional hit indicators are expected on combat-oriented servers; steady niche demand alongside killfeeds.
Sales Angle
Position as the combat-awareness layer that tells players (and buyers) a server takes PvP seriously. Recommended Tebex price: $79 standalone, or bundle with the PvP killfeed as a "combat feedback" pack to lift average order value.
Difficulty & Ship Time
intermediate · ships in 2-4h.