https://www.youtube.com/watch?v=L338ZP_j6j8
PVP HUD - Combat Interface for Competitive FiveM Servers
Elevate your FiveM server's combat experience with this purpose-built PVP HUD designed specifically for competitive gameplay. Whether you're running a deathmatch arena, battle royale zone, gang war territory, or simply want better combat feedback during intense firefights, this HUD delivers all the information players need at a glance. Unlike standard vehicle-focused HUDs, this interface prioritizes combat stats - health, armor, weapon information, ammunition counts, and kill streak tracking - all presented in a clean, performance-optimized design that won't clutter screens during critical moments.
What's Included
You're getting a complete combat interface system with dynamic health and armor displays, real-time weapon and ammo tracking, kill streak counter with customizable rewards, and a fully configurable design system. The standalone architecture means it works immediately on any FiveM server regardless of framework - no dependencies to install, no conflicts with existing resources, no compatibility headaches. Everything is controlled through an extensive config file where you can adjust colors, positions, sizes, icons, animations, and display triggers to match your server's visual identity and gameplay style.
Why Combat Needs a Dedicated HUD
Standard FiveM HUDs are built for general roleplay - showing vehicle stats, hunger, thirst, and other survival mechanics. During PVP situations, players need instant access to combat-critical information without digging through menus or squinting at tiny icons. This HUD surfaces exactly what matters in firefights: current health percentage, armor status, active weapon, remaining ammunition in magazine and reserve, and performance tracking through kill streaks. The dynamic UI adapts based on your actions - disappearing during peaceful moments to maximize immersion, then smoothly appearing the instant you draw a weapon or take damage.
Key Features & Capabilities
- True Standalone Compatibility - Zero framework requirements; drop in and configure for immediate functionality on QBCore, ESX, or fully custom servers
- Fully Editable Configuration - Every visual element, timing, trigger condition, and display option exposed in config for total customization
- Dynamic Context-Aware Display - HUD elements appear and disappear based on player actions; shows only when relevant to reduce screen clutter
- Precision Health Tracking - Real-time health percentage with color-coded indicators for critical, warning, and healthy status levels
- Armor Status Display - Separate armor indicator with percentage tracking and distinct visual styling from health bar
- Active Weapon Display - Shows currently equipped weapon with custom icon support and weapon category classification
- Ammunition Counter - Dual display showing both magazine ammo and total reserve ammunition for active weapon
- Kill Streak System - Track consecutive kills without deaths; configurable thresholds for visual feedback and server-side reward triggers
- Kill Streak Rewards Integration - Fire server events at configurable kill counts (3, 5, 10, 15, 25) for custom rewards, announcements, or special abilities
- Color-Coded Status Indicators - Health and armor bars change colors based on percentage thresholds for instant status recognition
- Smooth Animations - Configurable fade-in/fade-out timing, slide transitions, and update animations for professional feel
- Position Customization - Place HUD elements anywhere on screen with pixel-perfect positioning and anchor point control
- Multiple Display Modes - Choose between always-on, weapon-only, combat-only, or fully dynamic display triggers
- Icon Library Support - Use default weapon icons or integrate custom icon packs for weapons, health, armor, and streaks
- Performance Optimized - Efficient render loop with conditional updates; minimal FPS impact even during intense combat
- Safe Zone Aware - Option to hide HUD in designated safe zones or specific coordinates for roleplay servers
- Multi-Language Ready - String localization system for text elements; easily translate interface elements
Perfect For
- PVP Arena Servers - Give deathmatch and team deathmatch modes professional competitive UI
- Battle Royale Modes - Essential combat feedback for survival gameplay with kill tracking and status monitoring
- Gang War Territories - Show combat stats during turf wars and faction conflicts on roleplay servers
- Competitive Events - Tournament and event organizers get spectator-friendly UI with kill streak announcements
- Hybrid RP/PVP Servers - Dynamic display triggers mean HUD appears only during combat, preserving RP immersion otherwise
- Zombie Survival Servers - Track kills against NPCs with the same combat interface players use against each other
Kill Streak System Deep Dive
The integrated kill streak counter does more than just display numbers - it creates gameplay moments. As players rack up consecutive kills without dying, the HUD provides visual feedback through color changes, size scaling, or custom animations (all configurable). More importantly, the system fires server-side events at your defined thresholds. Set up reward tiers like: 3 kills = cash bonus, 5 kills = temporary damage boost, 10 kills = server-wide announcement, 15 kills = special weapon unlock, 25 kills = unique vehicle spawn. The streak resets on death, creating natural tension and risk-reward decisions about whether to push for the next tier or play safely to preserve current progress.
Customization Options
Every aspect of the HUD is controlled through the config file, no coding required. Adjust bar widths, heights, border radii, padding, and margins. Set custom RGB colors for health, armor, background, borders, and text at different status thresholds. Configure when elements appear - only with weapon drawn, only when damaged, only during combat (recent damage taken or given), or always visible. Control animation speeds, fade timings, and transition effects. Define your own kill streak milestones and connect them to existing server rewards systems. Change icon sizes, enable/disable specific elements, reposition the entire HUD, or create multiple profiles for different game modes.
Installation Overview
- Extract Resource - Unzip to your server's resources folder (no other dependencies needed)
- Add to server.cfg - Single line: ensure [resource-name]
- Configure Settings - Edit config.lua to match your server's style and gameplay needs
- Customize Colors - Set RGB values for health/armor bars, backgrounds, and text elements
- Position Elements - Adjust X/Y coordinates and anchor points for screen placement
- Set Display Triggers - Choose when HUD appears (always, weapon drawn, in combat, etc.)
- Configure Kill Streaks - Define reward thresholds and connect server events
- Test & Refine - Join server, test combat scenarios, adjust config until perfect
Framework Compatibility
- ✅ Standalone - No framework dependency; works on any FiveM server out of the box
- ✅ QBCore - Full compatibility; can integrate with QBCore event system for rewards
- ✅ ESX - Full compatibility; can integrate with ESX event system for rewards
- ✅ Custom Frameworks - Event-based architecture works with any framework's event system
- ✅ vRP - Compatible; can trigger vRP functions for kill streak rewards
What Makes It Stand Out
Most combat HUDs are either too basic (just health/armor) or too cluttered (showing irrelevant roleplay stats during fights). This strikes the perfect balance - comprehensive combat information without visual overload. The dynamic display system is particularly clever: on roleplay servers, the HUD completely disappears during peaceful activities, maintaining immersion. The instant a player draws a weapon or enters combat, it smoothly appears with all relevant information. The kill streak integration transforms it from a simple information display into an actual gameplay system that creates memorable moments and gives skilled players recognition for their performance.
Display Trigger Modes
Configure exactly when the HUD appears based on your server's needs:
- Always On - Persistent display for pure PVP servers where combat is constant
- Weapon Drawn - Shows when player has any weapon equipped, hides when unarmed
- Combat Mode - Appears when player takes or deals damage, fades after configurable cooldown
- Dynamic Smart - Combines weapon and combat triggers; appears for either condition
- Safe Zone Aware - Hides in designated coordinates/zones even with weapon drawn
- Vehicle Override - Optional setting to hide/show in vehicles separately from on-foot
Performance Details
Built with efficiency in mind from the ground up. The HUD uses conditional rendering - elements only update when values actually change, not every frame. Smart trigger systems prevent unnecessary calculations when HUD is hidden. Optimized draw calls minimize GPU impact even with full animations enabled. Typical performance: 0.01-0.03ms when active, 0.00ms when hidden. Tested on servers with 128+ concurrent players in active combat zones without measurable FPS impact on client or server.
Integration Possibilities
While fully functional standalone, the event-based architecture allows easy integration with other systems:
- Reward Systems - Connect kill streak events to economy, item, or XP rewards
- Leaderboards - Track highest kill streaks and display on scoreboards
- Server Announcements - Broadcast messages when players hit major milestones
- Special Abilities - Grant temporary buffs at certain kill streak thresholds
- Statistics Tracking - Log kill streak data to external databases for player profiles
- Discord Integration - Send webhook notifications for impressive kill streaks
Requirements
- FiveM server (any version)
- No framework dependencies
- No external resources required
- Client-side only (no database needed)
- Works with any game mode or framework
Server Impact: 0.00-0.03ms client-side, zero server performance impact. Pure client-side rendering with optional server events for kill streak rewards.
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