1 / 3Built interface — Race HUD
Overview
Street Racing League turns ad hoc races into a season. A race creator in game lets an organiser drop checkpoints, set laps, choose a class and save the route, and the same route can be run again as a lobby with an entry fee, a start countdown and a live position board. Classes are defined by vehicle performance so a race stays fair without a hand-picked vehicle list.
Every finished race writes to the league: per-race results, a leaderboard per route, crew rankings built from member results, and seasonal standings with points you configure. Spectators and drivers can place bets before the lights go out, with the pot paid through your framework's money functions. A HUD shows position, lap, split and the next checkpoint while racing, and a menu lists open lobbies, routes and standings.
The lap validator runs on the server. It checks checkpoint order, sector times against a floor for the class, distance covered against the route and vehicle swaps mid-race, and rejects a lap that fails any of them rather than paying out and asking later. Framework bridges cover ESX, QBCore and Qbox, and a standalone mode runs with an export for money. The resource is revised as artifacts and frameworks change.
What you get
- In-game race creator with checkpoints, laps, classes and saved routes
- Lobbies with entry fees, countdown, live positions and a results screen
- Vehicle classes defined by performance so a route is fair without a car list
- Leaderboards per route, crew rankings and seasonal standings with points you set
- Betting on lobbies with the pot paid through your framework's money functions
- Racing HUD with position, lap, split and next checkpoint
- Server-side lap validator for checkpoint order, sector floors and vehicle swaps
- Framework bridges for ESX, QBCore and Qbox with a standalone money export
Eligible resources
The plan covers these resource types. Individual resources are listed in your Gaming Library as they publish.
- Race creator
- Lobby system
- Leaderboards
- Betting
- Crew rankings
- Lap validator
Features
- Build a route in game
- An organiser drops checkpoints, sets laps and a class, and saves the route for lobbies to run again later.
- Laps checked on the server
- Checkpoint order, sector floors, distance and vehicle swaps are validated before a result is written or a pot paid.
- Seasons, not one-offs
- Results feed route leaderboards, crew rankings and seasonal standings with a points table you configure.
Compatibility and requirements
Works with
- ESX, QBCore, Qbox or standalone, chosen in config
- oxmysql for routes, results and standings
- ox_lib for menus and notifications, optional
You need
- A FiveM server you control
- MySQL database reachable through oxmysql
- Panel or shell access to add ensure lines and restart
Updates and content cadence
- The race creator, lobbies, league and validator from your first day
- Compatibility revisions as FiveM artifacts and the frameworks change
- New validator checks added as exploits are found
License
- Licensed for one server network you own or operate.
- You may edit, re-texture and configure resources for that network.
- Reselling, sharing or re-uploading the files is not permitted.
Installation
- 1Download Street Racing League from your Gaming Library.
- 2Place the resource in your server's resources directory and run the bundled SQL.
- 3Set your framework, class thresholds, fees and season points in config.lua.
- 4Add the ensure line to server.cfg after your framework core, then restart.
- 5Open the race creator in game and save your first route.
If you cancel
- Access and updates continue until the end of the period you paid for.
- The licence to run the resource ends with the subscription.
- Remove the resource from live servers once access ends.
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