Killfeed Weapon Wheel for FiveM
Bracket frames, data ticks, scan lines and a hit marker on the selected slot. A deathmatch HUD that looks like it belongs next to a kill feed.

Killfeed · Deathmatch HUD: bracket frames, tally marks and hit-marker selection
$15one-off, or $16 with your own logo in the centre
- 5 ready palettes — Hostile, Squad blue, Neon kill, Amber alert, Ghost.
- 7 colours, 7 shape controls and 5 effects you can change before you pay.
- Streams as pityus_weaponwheel. The game’s own HUD element, rebuilt — no NUI page and no framework dependency.
- Built from your settings right after payment, and downloadable again from your account at any time.
Opens the studio with Killfeed loaded. Try it live, then check out.
What you are paying for
Only our own work: our wheel artwork and designs, the wheel studio, packaging and support. GTA V, FiveM and all Take-Two / Rockstar Games names, map data and game assets are not for sale here and remain the property of Take-Two Interactive. Requires your own copy of GTA V and FiveM. Trademark & IP notice
GALLERY
Killfeed in every palette
8 renders: the wheel at HUD size, an in-game capture, a close-up and each of the 5 palettes.
Killfeed · default colours Killfeed · in-game capture Killfeed · close-up Killfeed · Hostile Killfeed · Squad blue Killfeed · Neon kill Killfeed · Amber alert Killfeed · Ghost
About the Killfeed design
Killfeed is designed like a shooter game's combat HUD. Each slot is framed in sharp brackets rather than a full outline, with data ticks and thin data lines running along the panels. Tally marks count up along the edges, and faint scan lines pass over the whole wheel. An ammo bar can show under the counts for a more game-like look. The selected slot gets a hit marker, the small cross that shooters flash when a shot lands, in the alert color. The weapon name and attachment sit in the center above the 3D center mark. Everything is angular and information-driven, built to be read fast in the middle of a fight.
Matching it to the rest of your HUD
Killfeed pairs best with a PvP minimap that is dark, flat and sharp. Hostile red matches a black map with red zones. Squad blue suits team-based servers with blue friendly markers. Neon kill brings a bright green that pairs with dark maps with lime roads, Amber alert works with orange-accented maps, and Ghost is white and grey for monochrome HUDs. Match the alert color to whatever your map uses for danger or objectives, and players will link the two instantly.
Details
- Slots are framed with sharp brackets.
- Data ticks and data lines run across the panels.
- Tally marks and scan lines add a combat HUD feel.
- An optional ammo bar sits under the counts.
- The selected slot shows a hit marker in the alert color.
Five palettes: Hostile, Squad blue, Neon kill, Amber alert and Ghost.
THE DOWNLOAD
What you receive
One zip, 4 files, built from the exact settings you leave the studio with.
- pityus_weaponwheel/stream/hud.gfx
- The wheel itself: the game HUD scaleform, rebuilt with your artwork and colours baked in.
- pityus_weaponwheel/stream/hud.ytd
- The texture dictionary the scaleform pulls its bitmaps from, at the same format and mip count as the stock file.
- pityus_weaponwheel/fxmanifest.lua
- A plain cerulean manifest. No framework dependency, no exports, nothing to configure.
- pityus_weaponwheel/README.txt
- The three install lines and your licence reference.
- pityus_weaponwheel/client.lua
- Only present if you pick the 3D tilt selection motion: a single thread that pushes the tilt settings into HUD component 19.
- pityus_weaponwheel/wheel.json
- The tilt numbers that thread reads, so you can nudge them later without a rebuild.
Installing it
- Copy the pityus_weaponwheel folder into your server's resources directory. Anywhere in resources works. It is a streaming resource, so load order against your framework does not matter.
- Add ensure pityus_weaponwheel to server.cfg. Put it with your other streaming resources. Nothing else in the config has to change.
- Restart the server. The new wheel is served from that moment on.
- Each player restarts the game client once. The game caches HUD scaleforms for the length of a session, so a reconnect is not enough: the client has to be closed and opened again.
Step by step, with screenshots, in the setup guides.
QUESTIONS
Killfeed weapon wheel FAQ
What is the difference between Killfeed and Killstreak?
Killstreak is an octagon with steel blades and a filled, striped selection. Killfeed keeps a round layout with bracket frames, data lines and a hit marker on the selected slot. Killfeed feels more like a shooter HUD, Killstreak more like an esports overlay.
Can I turn off the scan lines?
Yes. Data ticks, tally marks, scan lines, the hit marker and the ammo bar are all separate effects. Turning off scan lines gives a cleaner look, which helps next to a minimap that already has texture.
Which palette suits a team-based server?
Squad blue, since blue already means friendly on many team servers. If your minimap uses another team color, pick the palette closest to it, then fine-tune the alert color in the studio to match exactly.









