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Description
FiveM Meeting Point - Advanced Teleportation & Player Gathering System
Solve the challenge of gathering players across massive maps with the FiveM Meeting Point system, a comprehensive teleportation hub solution featuring multiple linked travel points, designated gathering locations, spawn management integration, permission-based access control, and efficient fast-travel networks. This system eliminates the frustration of long drives to reach events, meetups, or important locations while maintaining server immersion through logical travel hub placement and optional cooldown mechanics.
Whether you're running large-scale events requiring quick player assembly, managing spawn points for new players, creating convenience hubs for veterans, or building a network of connected fast-travel locations, Meeting Point provides the infrastructure to keep players engaged rather than stuck in transit. The system balances gameplay convenience with roleplay authenticity through customizable restrictions and visual integration.
Core System Features
Multi-Point Teleport Network - Create unlimited interconnected teleport locations throughout your map, allowing players to travel between designated hubs quickly
Central Meeting Hubs - Establish primary gathering locations where players congregate for events, trading, social interaction, or community activities
Visual Marker System - Clear on-screen markers, map blips, and interaction prompts help players identify teleport points and understand their destinations
Spawn Point Management - Integrate with player spawn systems to let new players start at specific meeting points or respawn at their chosen hub location
Permission-Based Access - Restrict certain teleport destinations to specific jobs, ranks, VIP members, or whitelisted players for exclusive travel options
Cooldown Controls - Prevent teleport spam with configurable cooldown timers between uses, balancing convenience with gameplay pacing
Two-Way Travel - Set up paired teleport points that allow round-trip travel, or create one-way portals for specific gameplay purposes
Custom Naming - Label each location with descriptive names players understand (Airport Hub, Downtown Plaza, Northern Checkpoint, etc.)
Advanced Configuration Options
Teleport Animations - Smooth fade-to-black transitions during teleportation maintain immersion and prevent jarring instant movement
Category Organization - Group teleport destinations by type (Public Hubs, Job Locations, VIP Areas, Event Spaces) for easier navigation
Interactive Menus - Clean UI displaying available destinations, travel restrictions, cooldown status, and location previews
Distance Restrictions - Optionally limit teleportation based on player proximity to start point or prevent teleporting while in combat
Vehicle Teleportation - Configure whether players can teleport with vehicles or must leave them behind
Cost Integration - Add optional payment requirements for fast travel, creating money sinks and travel expenses
Webhook Logging - Track teleport usage for analytics, abuse prevention, or understanding player movement patterns
Perfect Use Cases
Large Map Servers - Custom maps or expanded Los Santos installations where driving between locations takes 5-10+ minutes benefit from strategic fast-travel points
Event Management - Quickly gather players at race starting lines, tournament venues, community meetings, or special events without coordination chaos
New Player Onboarding - Create welcome hubs where new players spawn, receive orientation, and access teleports to major server locations for easier exploration
Job Hub Systems - Establish central gathering points for each job/faction where members teleport to start shifts or access their workplace
VIP Perks - Offer donators or premium members exclusive teleport access to special locations, private areas, or convenience shortcuts
Multiple Server Locations - Link disconnected map areas (islands, underground facilities, custom interiors) that would be impossible to reach by driving
Roleplay Transit Systems - Create in-character fast travel through airports, train stations, bus terminals, or metro systems with teleport backend
Implementation Flexibility
The Meeting Point system adapts to different server philosophies and gameplay styles:
Strict Roleplay Servers - Use teleports sparingly for logical locations (airports, train stations) with realistic travel times and costs
Casual Communities - Deploy extensive teleport networks for maximum player convenience and reduced downtime
Event-Focused Servers - Enable teleports only during scheduled events, disabling them during normal play for authentic experience
Hybrid Approach - Public hubs accessible to everyone, with premium fast-travel options for supporters or high-level players
Installation & Setup
Extract the Meeting Point resource files to your server resources folder
Configure teleport locations in the config file using coordinate vectors for start and destination points
Set up permissions, cooldowns, and access restrictions based on your server requirements
Customize visual markers, blip colors, and interaction prompts to match your server theme
Add resource to server.cfg: ensure meeting-point
Restart server and test all teleport points to verify correct positioning and functionality
Adjust cooldowns and restrictions based on player feedback and usage patterns
Framework Compatibility
✅ ESX - Integrates with ESX job systems, permissions, and player data for job-restricted teleports and payment integration
✅ QBCore - QB-Core compatible with gang/job integration, permission systems, and monetary transactions
✅ Standalone - Core teleportation functions work independently without framework requirements, ideal for minimal servers
Performance & Optimization
Minimal Resource Impact - Efficient code ensures teleport system doesn't impact server performance even with dozens of active hubs
Client-Side Markers - Visual indicators rendered client-side reduce server load while maintaining clear player guidance
Optimized Distance Checks - Smart proximity detection only processes nearby teleport points rather than checking all locations constantly
What Makes Meeting Point Stand Out
Player retention suffers when reaching destinations feels like a chore. On servers with large custom maps or distant locations, spending 10 minutes driving to an event means many players simply won't participate. Meeting Point solves this fundamental problem by respecting players' time while giving server owners control over how much convenience to provide.
Unlike basic teleport commands that break immersion with slash commands and instant transport, Meeting Point creates physical locations players interact with naturally. Walking into an airport terminal and selecting your destination feels more authentic than typing /tp downtown. The visual markers and menu systems make the feature discoverable to new players without requiring them to memorize commands.
The permission system enables creative gameplay possibilities: job-exclusive teleports for faction bases, VIP shortcuts as donation incentives, or unlockable fast-travel points players gain through progression. Combined with optional costs and cooldowns, you can balance convenience with maintaining some travel time and creating money sinks.
For event servers especially, the difference between gathering 50+ players manually versus using centralized meeting points is the difference between starting on time versus 20 minutes of coordination chaos. The system pays for itself in improved player experience and reduced organizational overhead.