Most racing scripts give you checkpoints and a timer. rm_racing gives you the
whole loop: a tablet-driven hub where players create tracks, run six different
race formats, climb an MMR ladder, form crews, hunt bounties and wager their cars
on pink slips — backed by a real 3D GPS that paints the racing line into the world.
Built for QBox, QBCore, ESX and a standalone fallback. One config, one
bridge layer, drop-in.
leaderboards, crews, bounties, your profile.
What you click is what your players get.
ownership transfers are all validated on the server. No trusting the client.
cfg.lua drives money type,permission tiers, race rules, pink-slip limits, payouts and more.
| Sprint | Point-to-point, flat out. First across the line wins. |
| Circuit | Multi-lap racing with live positions and lap splits. |
| Drift | Scored on angle and speed through drift zones. |
| Elimination | Last place drops every interval until one remains. |
| Time-trial | Solo runs against the track record. Beat the clock. |
| Pursuit | Cat-and-mouse chase format with a moving objective. |
Each format ships with its own rules, HUD and finish handling. Track creators pick
the format; the engine does the rest.
A full in-game track creator. Lay checkpoints, set a per-checkpoint trigger radius,
drop props, snapshot the map for the tablet — all from an in-world overlay editor.
No JSON wrangling, no restarts.
A React tablet that doesn’t feel like a 2015 NUI menu:
Home — live activity feed and quick actions.
Tracks — searchable library with map previews.
Races — open lobbies, join by ID, spin up your own.
Leaderboards — global and per-track, MMR-ranked.
Crews — found one, recruit, climb the team standings.
Bounty — server-rolled targets with cash on their heads.
Profile — your stats, history and a personal activity feed.
Not a minimap blip — an actual driven-line renderer. The route is painted into the
world as a polyline with directional chevrons, so players follow the racing line
with their eyes on the road.
Crews — shared stats, join requests, crew tags and team standings.
Bounties — beat the active target in a race to claim the payout. Re-rollable
by trusted ranks.
lobby create and join; the loser’s vehicle transfers as a pending claim the winner
redeems at a configurable location.
no per-frame work when nothing is happening.
Server-side logic for everything that matters (results, rewards, ownership).
Permission tiers gate admin actions, race creation and track saving.
Idempotent SQL — migrations self-install and are safe to re-run.
Works with
✅ QBox (qb bridge auto-detects qb-core and qbx_core — no separate install path)
✅ QBCore
✅ ESX
✅ Standalone (item / vehicle-ownership features gracefully hide)
Dependencies
Is the demo really the in-game UI?
Yes. The live tablet is the shipping React build running on sample data.
Which frameworks are supported?
QBox, QBCore, ESX and standalone. The qb bridge handles both qb-core and qbx_core.
How configurable is it?
A single sectioned cfg.lua covers money type, tiers, permissions, race types,
pink-slip rules and payouts. SQL migrations are idempotent and self-installing.