FiveM Postal Map: Postal Codes, /postal and a HUD
A FiveM postal map prints numbered postal codes on the pause map and radar, and a postal script lets players read their nearest postal in game and set a waypoint with /postal. The two must use the same numbers. The FiveMRides Map Studio prints the codes on your map and ships a matching postal script in the same export.
- Postal map: codes drawn on the map you see (a layer you switch on in the Map Studio).
- Postal script: a small resource with
/postal,/postal hud,/postal <code>and/postal clear. - Why they must match: a script that uses one numbering and a map that prints another sends players to the wrong place.
- In one export: tick the postal script when you export, then
ensureboth folders.
What a postal map and a postal script are
A postal system gives every part of the map a short number, so players and staff can say “I am at 901” instead of describing a street. Two things make it work. The map shows the numbers (the postal map). A script reads the player’s position, finds the nearest postal point and displays or navigates to it (the postal script). Many servers install both from different sources and then find that the numbers on the map and the numbers in the script do not agree. Making them in one place removes that problem.
Put postal codes on your map
- Open the Map Studio and start from any template or base map.
- Switch on the postal layer in Layers. Choose the text colour, outline and size. Codes can also be shown on the radar, though small numbers read poorly there, so keep them larger and fewer on the radar.
- Optionally switch on street names. The engine spaces postals, street names and your own labels so they avoid each other.
- With the satellite base map, the postal numbering follows the Oulsen set that belongs to that map. The Police Dispatch template is an example of a map made to be read: postal codes and street names are on, with police, hospital and court icons.
The postal script: commands
When you export with the postal script ticked, you get a second resource folder named after your map and ending in _postals. It has no dependencies on other scripts. Commands (the command name is a setting you can change):
| Command | What it does |
|---|---|
/postal | Shows the nearest postal on screen for a few seconds. |
/postal hud | Keeps the postal on screen as a HUD line; use it again to hide it. The choice is remembered per player. |
/postal 901 | Sets a waypoint to that postal code (use any code on your map). |
/postal clear | Removes the waypoint. |
The settings file lets you change the command name, show the HUD for everyone by default, move the HUD on screen, add the distance, and rewrite the messages. While nothing is shown, the script has no running thread, so it uses no processing time at idle.
Install
ensure fmr_map_yourname
ensure fmr_map_yourname_postals
Restart the server and reconnect. The full install steps, including Legacy versus Enhanced, are in the install guide. We checked the postal command in game on our own test setups, including an Enhanced one where the waypoint to a postal matched the code printed on the map.
Already have a postal script?
You can keep it. Leave the postal script unticked and only print codes on the map, but then you are responsible for using a script whose numbering is the same as the one on your map. If it is different, either hide the postal layer on the map or use the script from the export so the two agree.
Questions about FiveM postal maps
What is a FiveM postal map?
A postal map prints numbered postal codes on the pause map and radar. A postal script, usually with a /postal command, reads the player’s position and shows or navigates to those codes in game.
How do I add postal codes to my FiveM map?
In the FiveMRides Map Studio, switch on the postal layer, choose the style, and export. Tick the postal script option to get a matching /postal resource in the same export.
What commands does the postal script have?
/postal shows the nearest postal, /postal hud keeps it on screen, /postal followed by a code sets a waypoint to it, and /postal clear removes the waypoint.
Can I use my own postal script with a Map Studio map?
Yes, but the numbering has to match the codes printed on the map. If it does not, use the script from the export or hide the postal layer.
Do postal codes show on the minimap radar too?
They can, if you enable them for the radar. Small numbers are hard to read on the radar, so use fewer and larger ones there.