Forum post: /
Documentation: /
Showcase: /
Little description before doing a GREAT POST about this script:
It's a script that was published for a guy who asked me for it, I still have to do the graphics and the showcase.
What you're seeing in the screenshots is just the UI debug mode in the browser. In-game there is no config button at all, the UI is even cleaner and more fluid, and the style, animations, colors and layout are exactly the same as in the images. (obviously in game where to show notifications is respected, now in the browser for testing it shows them twice in different places)
It tracks who killed who, with which weapon, if it was a headshot, a no-scope, a drive-by with a car or a bike, the real distance between killer and victim, NPCs, animals and suicides, and also dynamic killstreaks like Double Kill, Triple Kill, Rampage, Godlike and more. All of this is calculated live on client and server, then filtered per player before being sent to the UI, so everyone only sees what they are supposed to see.
The killfeed is not always global. You can run it in GLOBAL mode, where everyone can see kills but only if they are within a configurable distance, or in BUCKET mode, which is perfect for PvP servers, arenas and instances. In bucket mode, only players inside the same routing bucket as the kill will see it, and you can also use a whitelist or blacklist to decide which buckets have the killfeed enabled. For example, buckets 1 and 2 can be PvP arenas with killfeed active, while the rest of the server is RP with the killfeed completely invisible, meaning no spam and no information leaking between different worlds.
You can also decide exactly what enters the killfeed. You can enable or disable NPC kills, animal kills and suicides, and you can choose whether to show visual indicators like headshot icons, drive-by icons and no-scope icons.
There is a built-in anti-toxicity system. If a player uses an offensive or bypassed name, even with symbols or leetspeak, it gets detected and censored automatically, so the name becomes ** in the killfeed.
Killstreaks are handled server-side per player. As you get consecutive kills without dying, you move through streaks like Double Kill, Triple Kill, Rampage, Unstoppable, Godlike and more, each with its own label, icon and color. When you die, the streak resets. In the UI you can choose whether to show only the number, only the icon, or both label and icon together.
There is also an optional crew or team system. You can hook it into any gang or clan system, and when two players are in the same crew their names are colored differently in the killfeed, so you can instantly see friendly versus enemy.
Weapons are fully mapped. Each weapon has a name and label, and the UI automatically tries to load its icon locally, then from FiveM docs, then from ox_inventory. If no image is found, it falls back to the weapon name, so you never get broken or missing images.
The React UI is smart. It changes color if you are the killer, the victim, or just a spectator, it shows the real distance in meters or kilometers, highlights killstreaks, shows icons for headshots, drive-bys and no-scopes, and it's toast-based so it never blocks the screen. Everything is configurable, including duration, position, distance units and style.
If fanca_antitank is running, the killfeed integrates with it so it correctly detects real deaths even with desync and only resets streaks when a death is actually real. If it's not running, the killfeed still works normally, just without that extra layer of accuracy, and from the config you can fully customize all streaks, their thresholds, labels, icons, colors, and every other behavior of the system