The Panel#
Everything happens in one window. A player opens it with F4 or /crosshair, and the same key or command closes it again. The key can be rebound in FiveM's own key bindings menu, under Open Quasar Crosshair.
Tab | Key | What it is for |
|---|---|---|
Presets |
| Browse the ready-made crosshairs and apply one with a click. |
Build |
| Fine-tune the active crosshair and switch the dynamic behaviours on or off. |
Draw |
| Draw a crosshair freehand. Hidden if the admin turns the Draw tab off. |
Library |
| Saved builds, share codes and builds received from other players. |
Admin |
| Server-wide controls. Only admins see it. |
The header holds the master switch — Crosshair Active or Crosshair Off — which hides the reticle completely without losing the build. The comma key , opens the player's settings and Esc closes whatever is on top. The panel remembers the last tab, filters and sort order between openings.
Every change is kept. The active crosshair and the master switch are saved to the server and restored on reconnect, on respawn and after a restart of the resource — the player never has to open the panel again to get their reticle back.
When the Reticle Shows#
The crosshair appears only while the player aims a weapon and disappears the moment they stop. Both free aim and assisted aim count, so it works on servers that force aim assist. Three weapon classes are hidden by default, each one a switch in the Admin tab:
Holding | Default | Why |
|---|---|---|
Nothing (fists) | Hidden | There is nothing to aim. |
A melee weapon | Hidden | Melee is aimed with the weapon itself. |
A sniper rifle | Hidden | The scope already draws its own reticle. |
Any other firearm | Shown | Pistols, SMGs, rifles, shotguns, heavy weapons. |
Presets#
More than 100 presets curated for FiveM, each with its own name and colours. Click any card and it becomes the active crosshair immediately; the Active Build card at the top shows what is on screen now.
Shape | Examples |
|---|---|
Cross | Classic, Standard, Precision, Neon, Razor, Ghost, Pixel, Vanguard — over fifty in all. |
Dot | Pinpoint, Micro, Beacon, Pupil, Speck, Sapphire. |
Ring and Ring + Cross | Halo, Hoop, Lens, Bullseye, Scope, Target, Iris. |
T-Shape | Sentry, T-Pro, T-Slim, T-Signal. |
Diamond | Crystal, Prism, Shard, Kite, Obsidian. |
Chevron | Arrow, Hunter, Talon, Reflex, Wing. |
Tripod | Trident, Triad, Raider, Clover. |
Brackets | Brackets, Corner, Frame, Iron. |
Search by name, filter by one shape, sort by Popular, Favorites or A–Z, and star the ones you come back to. Modify takes the active preset into the Build tab to fine-tune it.
The Build Tab#
Every part of the reticle in one column of controls, with a live preview beside it. The preview can be shown over a Dark, Light or in-game Scene background, to check contrast before going out.
Group | What it sets |
|---|---|
Shape | The silhouette: cross, dot, ring, ring + cross, T-shape, diamond, chevron, tripod or brackets. |
Color | The primary colour, from swatches or any hex value. |
Size | Arm thickness, length and the gap from the centre. |
Center Dot | A small point in the middle, its size, and its own colour or the primary one. |
Outline | A dark edge for contrast on bright backgrounds: thickness and colour. |
Opacity | How visible the whole reticle is. |
Rotation | Turns the whole design around its centre — a cross becomes an X. |
Dynamic Behaviors | The four reactions to combat, described below. |
Apply makes it the active crosshair, Save to Library keeps a named copy, and Reset goes back to the default cross after a confirmation.
A drawn crosshair has its colours and stroke widths baked in. When one is active, only Outline, Opacity and Rotation can be changed here — to change the strokes, press Re-draw.
Dynamic Behaviors#
Four ways the reticle reacts to what is happening. Each one is switched on by the player in the Build tab, and each one can be forbidden server-wide from the Admin tab — a forbidden behaviour disappears from every player's panel. A new player starts with only Fire Feedback on.
Behaviour | In short |
|---|---|
Fire Feedback | The arms push outward on every shot and settle back when you stop firing. |
Hitmarker | A shape flashes on the reticle the moment one of your bullets damages someone. |
Low Ammo Indicator | An ammo icon pulses orange at half a magazine and red at five rounds or empty. |
Target Detect | The reticle changes colour while it rests on a living person. |
Fire Feedback
Every shot widens the gap and lengthens the arms, up to a cap, then the reticle holds briefly and shrinks back to its normal size. Full-auto fire keeps it open; a single tap gives one clear pulse. It has no effect on a dot crosshair, so the switch is disabled there.
How far and how fast it expands is set by the server in config/dynamics.lua — see Tuning the Dynamics.
Hitmarker
Ten styles to choose from — Classic X, Bold X, Expanding X, Cross +, Dot, Ring, Brackets, Diamond, Starburst and Double X — in any colour (red by default). One flash per bullet that lands, however many damage events the game reports for it, so rapid fire marks every hit.
It only counts damage you actually aimed at. A bullet that auto-aim curves into somebody off the reticle does not flash, and a shot through a car window onto the driver does.
Low Ammo Indicator
Counts the magazine, not the reserve — the same number the player sees on their HUD. Two tiers with fixed colours so everybody reads them the same way:
Orange — half a magazine or less.
Red — five rounds or less, or empty. Time to reload before engaging.
Melee weapons, grenades and weapons without a magazine never show it. Place Icon lets the player drag the icon wherever they want it around the reticle; release to save, Esc, X or right-click to cancel.
Target Detect
While the centre of the reticle is on a living person, it switches to the player's Locked color. It is precise on purpose: "close enough" does not count, dead bodies do not count, and a vehicle counts only when you are looking through the glass at somebody inside — the door panel or an empty windshield does not.
The Draw Tab#
A freehand crosshair creator. The player draws with a Pen, removes strokes with the Eraser, and can turn on a Grid for alignment. Every stroke is mirrored across both axes, so whatever they draw is always symmetric around the centre. Colour and thickness are chosen per stroke, and the preview shows the result at real size.
Save Draft names the drawing and makes it the active crosshair. To keep it permanently, go to Build and press Save to Library. Leaving the tab with unsaved strokes asks whether to save or discard them.
The Library#
Each player's saved builds, newest first, up to 50 (set by Config.Library.MaxBuilds). Selecting one shows a summary — shape, colours, size, outline and which behaviours are on — and from there it can be applied, renamed, shared or deleted. Drawn builds carry a Drawn badge; imported ones say which code or which player they came from.
The library belongs to the player's licence, not to a character, so it is the same on every character and survives reconnects. When it is full, saving asks the player to delete a build first.
Sharing a Build#
Share on any build offers two ways to hand it to someone else:
Way | How it works |
|---|---|
Share code | Copy produces a short |
Nearby player | Show Nearby Players lists the five closest players within range, with their distance. Send pops an Incoming Build card on their screen with a countdown; accepting adds it to their Library without changing their active crosshair. The sender is told whether it was accepted, declined or expired. |
A build that arrives while the recipient's panel is closed waits for them: they get a notification, and the card is there the next time they open the panel. Players in different routing buckets — another instance, an interior or a minigame — never see each other in the nearby list.
Sharing is rate-limited so it cannot be used to spam: a player can send five builds a minute, register 100 codes a day and refresh the nearby list every two seconds. All of it is in
Config.Share— see Integrations.
The Admin Tab#
Visible only to admins (see Claiming Admin Access). Every change is saved to the database and pushed to all connected players instantly.
Feature toggles#
A disabled feature is removed from every player's interface — no lock icons, no labels — and its detection stops running.
Toggle | Default | Effect |
|---|---|---|
Fire feedback | On | Allows the crosshair to expand on shoot. |
Hitmarker | On | Allows the flash on damage dealt. |
Low ammo warn | On | Allows the ammo icon. |
Target detect | On | Allows the colour shift on a living target. |
Draw tab | On | Shows the freehand creator. |
Hide on unarmed | On | No crosshair without a weapon. |
Hide on melee | On | No crosshair with a melee weapon. |
Hide on sniper | On | No crosshair with a sniper rifle — the scope handles it. |
Server official crosshair#
Build or pick the crosshair you want new players to start with, then press Apply as Official. Players who have never used the panel receive it the first time they open it; players who already set up their own are never touched. A player who presses Reset Everything in their settings goes back to the official crosshair. The current official is previewed in the tab and can be cleared at any time.
Server identity#
Rebrand the panel for your server:
Server name — replaces "Quasar" in the title and footer, up to 14 characters.
Logo URL — a public link to a square (1:1) image. The field checks it as you type; anything not square or not reachable falls back to the Quasar logo.
Default theme color — the panel's accent colour for players who have not chosen their own. Players with a theme of their own keep it.
Every admin change can also be posted to Discord — see Discord Audit Log.
Player Settings#
Opened with the settings button in the header or the , key. These are personal preferences: they apply only to that player.
Setting | What it does |
|---|---|
Visual Tier | High — full blur and glows. Medium — reduced blur, the default. Low — no blur, FPS first. The server's default comes from |
Reduce motion | Turns off the panel's fade and layout animations. |
Theme Color | The panel's accent colour, from swatches or a custom value. |
Export Library | Copies the whole library as one |
Import Library | Pastes such a string back in and loads every build in it. |
Reset Everything | In the Danger Zone. Wipes the library, favourites and theme, and sets the active crosshair back to the server's official one, or to the default cross if there is none. |
Where Things Are Saved#
What | Where | Follows the player |
|---|---|---|
Active crosshair and the master switch | MySQL, | Yes — any computer, any character. |
Library of saved builds | The server's resource key-value store | Yes — any computer, any character. |
Share codes | MySQL, | Server-wide, 30 days. |
Admin settings | MySQL, | Server-wide. |
Favourites, theme, visual tier, last tab | The player's own game client | No — per computer. |



