Halloween Edition36 maps, limited runlimited runShop the drop
Reference

FiveM blip colors — all 86 color indexes with hex

A blip color is an index from 0 to 85 that you pass to SetBlipColour — not a hex value. Every one of the 86 indexes is below as a swatch with the hex the radar actually renders, so you can match a color by eye and copy the number in one click. 14 indexes render a second way once a blip is marked friendly or hostile, and those are listed too. Spelled colour in the native itself; both spellings mean the same number.

The short answer. SetBlipColour(blip, 3) makes a blip blue, 1 red, 2 green, 5 yellow and 0 white. The call is client side and takes the blip handle AddBlipForCoord returned. The index tints the icon and the route drawn to it, never the sprite shape — that is the sprite id.

86Colour indexes
72Distinct shades
14Friendly or enemy variants
FreeNo account, no API key

All 86 FiveM blip colors

Click a swatch to copy its index. The hex is what the radar draws, sampled from the game’s own palette rather than guessed.

How to set a blip color in FiveM

Colors are client side, like the blip itself. Create the blip, choose the sprite, then choose the color. The last line is optional and is what flips indexes 2 to 5 into their friendly rendering.

local blip = AddBlipForCoord(x, y, z)
SetBlipSprite(blip, 52)
SetBlipColour(blip, 3)
SetBlipScale(blip, 0.85)
SetBlipAsShortRange(blip, true)

SetBlipAsFriendly(blip, true)

Hostile and friendly. SetBlipAsFriendly(blip, false) turns indexes 2, 3, 4 and 5 red, and true turns them blue. Every other index ignores it. That is the whole mechanism behind the one-sprite-two-meanings pattern a dispatch script uses for a suspect and a unit.

Color index table, with the friendly and enemy variants

100 rows: the 86 plain indexes plus the 14 that render a second way. Search by number, by name or by hex, and click any cell to copy it.

Take this table with you

Every table on this page is published as a file as well, so you can ship it inside your own resource or tool instead of scraping it. Free, CORS open, no account and no API key.

FiveM blip colour indexes — 100 rows JSON CSV

All the other datasets and their column definitions

IndexSwatchNameHex
0White#fefefe
1Red#e03232
2Green#71cb71
2 (enemy)Red#e03232
2 (friendly)Blue#5db6e5
3Blue#5db6e5
3 (enemy)Red#e03232
4White#fefefe
4 (enemy)Red#e03232
4 (friendly)Blue#5db6e5
5Yellow#eec64e
5 (enemy)Red#e03232
5 (friendly)Blue#5db6e5
6Light Red#c25050
7Violet#9c6eaf
8Pink#fe7ac3
9Light Orange#f59d79
10Light Brown#b18f83
11Light Green#8dcea7
12Light Blue#70a8ae
13Light Purple#d3d1e7
14Dark Purple#8f7e98
15Cyan#6ac4bf
16Light Yellow#d5c398
17Orange#ea8e50
18Light Blue#97cae9
19Dark Pink#b26287
20Dark Yellow#8f8d79
21Dark Orange#a6755e
22Light Gray#afa8a8
23Light Pink#e78d9a
24Lemon Green#bbd65b
25Forest Green#0c7b56
26Electric Blue#7ac3fe
27Bright Purple#ab3ce6
28Dark Yellow#cda80c
29Dark Blue#4561ab
30Dark Cyan#29a5b8
31Light Brown#b89b7b
32Light Blue#c8e0fe
33Light Yellow#f0f096
34Light Pink#ed8ca1
35Light Red#f98a8a
36Beige#fbeea5
37White#fefefe
38Blue#2c6db8
39Light Gray#9a9a9a
40Dark Gray#4c4c4c
41Pink Red#F29D9D
42Blue#6CB7D6
43Light Green#AFEDAE
44Light Orange#FFA75F
45White#F1F1F1
46Gold#ECF029
47Orange#FF9A18
48Brilliant Rose#F644A5
49Red#E03A3A
49 (friendly)Blue#5db6e5
50Medium Purple#8A6DE3
51Salmon#FF8B5C
52Dark Green#416C41
53Blizzard Blue#B3DDF3
54Oracle Blue#3A6479
55Silver#A0A0A0
56Brown#847232
57Blue#65B9E7
58East Bay#4B4175
59Red#E13B3B
60Yellow Orange#F0CB58
61Mulberry Pink#CD3F98
62Alto Gray#CFCFCF
63Jelly Bean Blue#276A9F
64Dark Orange#D87B1B
65Mamba#8E8393
66Yellow Orange#F0CB57
66 (enemy)Red#e03232
66 (friendly)Blue#5db6e5
67Blue#65B9E7
67 (enemy)Red#e03232
68Blue#65B9E7
68 (enemy)Red#e03232
69Green#79CD79
69 (enemy)Red#e03232
69 (friendly)Blue#5db6e5
70Yellow Orange#EFCA57
71Yellow Orange#EFCA57
72Transparent Black#3D3D3D
73Yellow Orange#EFCA57
74Blue#65B9E7
75Red#e03232
76Deep red#782323
77Blue#65B9E7
78Oracle Blue#3A6479
79Transparent Red#e03232
80Transparent Blue#65B9E7
81Orange#F2A40C
82Light Green#A4CCAA
83Purple#A854F2
84Blue#65B9E7
85Transparent Black#3D3D3D

The palette is read out of the game build itself; the hex values describe how each index renders on the radar. The game, its radar and its artwork are the property of Take-Two Interactive and Rockstar Games. This table is published as a developer reference only — see our trademark and IP notice.

Questions people ask about blip colors

How do I change a blip colour in FiveM?
Call SetBlipColour(blip, index) on the client, where index is one of the 86 numbers in the table on this page. A minimal example: local blip = AddBlipForCoord(x, y, z); SetBlipSprite(blip, 52); SetBlipColour(blip, 3). The colour tints both the icon and the route drawn to it.
How many blip colours are there in FiveM?
There are 86 colour indexes, numbered 0 to 85, and they resolve to 72 distinct shades — several indexes render the same colour. 14 of them render differently once the blip has been marked friendly or hostile, which is why some numbers appear more than once below.
What is the red blip colour in FiveM?
Index 1 is the plain red used for hostile targets and wanted markers, rendering as #e03232. Index 6 is a muted light red, and index 75 a deeper red. Indexes 2, 3, 4 and 5 also render red once SetBlipAsFriendly has marked the blip hostile, which is how a dispatch script turns one sprite into a threat without changing the icon.
Can I use a hex colour on a blip?
Not on the colour index itself — SetBlipColour takes a number from this fixed palette. For an arbitrary colour, SetBlipSecondaryColour(blip, r, g, b) accepts eight-bit channel values, but it only tints the radius and area overlays rather than a sprite icon. For a sprite, pick the closest index from this table.
Why does my blip come out the wrong colour?
Three usual causes. SetBlipColour was called before the blip handle existed, so it silently did nothing. The blip was marked friendly or hostile afterwards, which overrides indexes 2 to 5. Or the sprite itself is pre-coloured art — a handful of sprites ignore the colour index entirely and always draw in their own palette.
Do these colour indexes change with a custom minimap?
No. Colour indexes live in the game code, not in the map texture, so replacing the minimap art leaves every index rendering exactly as it does now. That is why a custom map never breaks the colour coding a dispatch or gang script already relies on.