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configs/map.jsonc holds what the Map tab has that no other tab does: its on-screen panels, how the camera answers the mouse, and the sounds it plays. The camera’s range and movements, the world under it, the markers, the labels and the route each have a file of their own, listed in Configuration. How a configuration file is read and merged is described once, in How configuration works.

Settings

Panels

Each is independent, and turning one off removes it entirely. The legend and the tab bar are always present. A view may turn any of these panels off for the map it draws, and the legend, the crosshair and the tab bar with them. The player card shows the character name reported by your framework, falling back to the FiveM account name when the framework has none, and the player’s server id. The portrait is generated from the character in game. Another resource can replace any of the three: see Exports. The scale bar uses the unit set in the player’s own game settings, so a player using imperial units sees miles and a player using metric sees kilometres. The location readout shows the street and the area the camera is over, not the ones the player is standing in. It goes blank over water and open country, where the game has no street name to report.

Camera feel

Which inputs a player uses is fixed: dragging is always the left mouse button or the left stick, zooming is always the wheel or the triggers, and setting a destination is always the right button, a double click, or A on a controller. These keys set how those inputs feel. The full list is in How players use the menu. Dragging and zooming are both relative to the camera’s height above the ground under it. A drag moves the map by what the cursor moved on screen, so it covers more ground when the camera is higher and stays exact close to the ground, and a zoom step changes the height above the ground under the camera by the same share everywhere: 600 m of 3000 m, 3 m of 15 m. The picture grows by the same amount each step, so the defaults work at every zoom level, over the sea and over a hilltop alike.

Sound

Each sound is a name in the game’s set named by sound.soundset. An empty name, "", turns that one sound off. A name that is not in the set plays nothing, with no error. The settings screen has sounds of its own: see Settings. Choosing a tab on the bar plays the pause menu’s own tab sound, at each player’s SFX volume. sound.enabled set to false turns it off with the rest.

Example

A map without the player card, with a lighter drag and without the continuous sounds:
Each group is merged key by key, so everything not listed keeps its shipped value.

Applying changes

Limits

Turning off hud.profile also stops the character portrait being generated, which removes a small amount of work each time the map opens. Dragging and zooming are the sounds players notice most in a long session; if you are unsure, turn those two off and leave the rest.