Waypoint replaces the flat GTA map waypoint with one each player designs for themselves. Set a point on the map and an icon floats over the destination at any distance, with the remaining distance counting down beneath it. Turn away and the same icon pins itself to the edge of the screen, pointing the way. Drive, and a trail of arrows lies on the streets ahead of you, following the road network instead of cutting through buildings. Arrive, and a 3D marker, a ground ring and a pillar of light stand on the spot.
What sets it apart is that every one of those pieces is a style the player builds in game. /waypoint opens a creator with a live preview, twelve icons, eight marker shapes and three arrow styles, a colour for each part, up to ten saved profiles and a code to share a look with a friend. And there is nothing to set up: no framework, no database, no textures to stream — a single client-side resource that idles near zero on resmon while no waypoint is set, and works the same on ESX, QBCore, Qbox or a standalone server.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, server.cfg, where player data is saved, the config file and updating from an older version. | |
The creator, profiles, sharing styles, every style option explained, the route, performance mode and translations. | |
Phones, dispatch and job scripts, per-waypoint colours and switching a player's style from another resource. | |
The commands, the keybind and the six client exports for driving it from your own scripts. | |
Why something is not drawn, why the route is short, and what each message means. |
What it does#
Area | Details |
|---|---|
Waypoint icon | Drawn over the destination from anywhere on the map. Twelve animated icons — pin, round pin, navigator, beacon, gem, reticle, shield, star, flag, hex badge, chevrons and alert — with colour, opacity, size, outline and glow. |
Distance label | The remaining distance under the icon, in kilometres or miles, with its own size and colour. |
Off-screen indicator | When the destination is behind you, the same icon sits at the edge of the screen on the side you need to turn to. |
Route on the ground | GPS arrows laid along the streets, built from the game's road network so they stay on the tarmac. Three arrow shapes, colour, size, spacing, trail length and a flowing light. |
World marker | A 3D shape standing at the destination — cone, chevron, double chevron, cylinder, ring, thick ring, sphere or checkered flag — that can float, spin, face the camera and keep a constant size on screen. |
Ring and beam | A circle on the ground under the marker, and a pillar of light that shows the destination over rooftops. |
Visibility rules | Hide the waypoint once you are close, stop drawing it past a distance, or show it only while driving. |
Profiles and sharing | Up to ten saved styles per player, switched with one click, and a short code to copy a style to another player. |
Performance | Draws per frame only while something is on screen and sleeps otherwise. A performance mode trades route accuracy for an even lighter footprint. |
Developer API | Six client exports to mark points from any script, with a label and a colour of their own, and to switch the player's profile. |
Languages | Every text of the creator in one open file. English and Spanish ship ready to use. |
Marking points from your own scripts? A delivery job, a dispatch call or a mission marks a point with one export, in the player's own style or in a colour of its own — and anything that sets the regular map waypoint is styled automatically, with no code at all. See Integrations and Commands and Exports.



