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TRACK B·BUILD REAL PRODUCTS·Verified June 2026 · Lua 5.4 · ox_lib 3.x
Learning with an AI assistant?
Copies this lesson plus 2026 ground rules (no lua54 'yes', Cfx.re Portal, correct callback signatures) as a ready-to-paste mentor prompt.

Blips, markers, and checkpoints

A blip is the icon on the minimap. A marker is the glowing shape on the ground you walk up to. A checkpoint is the logic that fires when you arrive. Almost every job, shop, garage, and interaction in FiveM is built from these three pieces stacked together. In this lesson you place all three at a single coordinate and prove each one: the blip shows on the map, the marker draws on the ground, and a line prints the instant you stand inside it.

You'll build
A client resource that drops a map blip and a glowing cylinder at one coordinate, then prints to F8 the moment your ped walks into the cylinder.
Time
~20 minutes
You need
Your qu_natives_toolbox mental model: PlayerPedId, GetEntityCoords, and a client_script you can restart. Plus the FiveM native docs open in your browser.
You'll learn
Map blips with AddBlipForCoord -> the BeginTextCommandSetBlipName naming dance -> per-frame DrawMarker with distance gating -> detecting a player inside a zone with #(coords - target)
BEFORE YOU START

The three ways to mark the world

Before any code, get the three layers straight in your head. They look similar in game but they are three different systems and you will mix them up if you do not separate them now.

  • A blip is a minimap and pause-map icon. You create it once and the game keeps drawing it for you. It lives in 2D map space, not the 3D world. You set it up and forget it.
  • A marker is a shape rendered in the 3D world: a cylinder, a chevron, a ring. The game does not remember it. You have to call DrawMarker every single frame or it vanishes. That per-frame cost is why you gate it by distance.
  • A checkpoint here means the detection logic: measuring how far the player is from the target and acting when that distance crosses a threshold. We do this by hand with #(coords - target) rather than the built-in CreateCheckpoint native, because the hand-built version is the pattern every framework actually uses and it teaches you the math.
Common blip sprite IDs (from the KB)
1
White dot, the default
41
Police
59
Mask (heists)
110
Ammu-nation
402
Wrench / mechanic (repair)
431
Circled dollar sign
Common marker type IDs (from the KB)
0
Upside-down triangle, no texture
1
Vertical cylinder, the one you want for a zone
2
Thick chevron, the default arrow
21
Double upward chevron
25
Flat ring
27
Horizontal split-arrow circle
29
Dollar sign

Keep reading the full lesson

Sign in to start, then unlock every step of this lesson and the full FiveM School with a membership.

Still ahead in this lesson
  • Build it
  • How it works
  • Going configurable: many blips from one table
  • Common mistakes
  • What you can do now
  • Try it yourself

The remainder of Blips, markers, and checkpoints is available to FiveM School members.