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Using the wheel

Input Weapons Items Item or weapon menu
Hold TAB Open the wheel Open the wheel
Move the mouse Select a section Select a category
Mouse wheel Next or previous weapon Next or previous item Change action or amount
Release TAB Equip Use The menu stays open
Tap TAB Holster or draw
Left click Open the weapon menu Open the item menu Confirm
Right click Switch to items Switch to the next tab Back
Space Select the whole stack
1 to 5 Move to that hotbar slot Move to that hotbar slot
Esc Close Close Back

Players can change the key in Settings > Key Bindings > FiveM, under SL-QuickWheel: weapons and items (hold).

The wheel opens as soon as the key is pressed. Sections follow GTA’s layout, clockwise from the top: pistols, SMGs, rifles, snipers, melee, shotguns, heavy weapons and throwables. Moving the mouse selects a section; there is no cursor to drag onto it.

Releasing the key equips the selected weapon immediately. With ox_inventory, holster and draw animations are skipped by default so the change is instant (Config.WeaponAnimations).

A quick tap of the key, released within Config.TapTime without moving the mouse, holsters the weapon in hand. Another tap draws the same weapon again, provided the player still carries it. Unarmed is also available in the melee section.

Players can walk and run while the wheel is open. Shooting, aiming and switching weapons with the game’s own controls are blocked until it closes, and the click used to confirm an action never fires the weapon.

A right click switches the sections to item categories: food, drinks, medical, gear, tools, ammo, keys and IDs, and other. The items of the highlighted category fan out around the ring, and the mouse wheel moves through them. Releasing the key uses the selected item, exactly as using it from the inventory.

A left click opens the item menu with Use, Give and Drop. The mouse wheel selects an action and a left click confirms it. For stacks, the amount is chosen the same way, or Space selects the whole stack.

  • Give hands the item to the closest player within Config.GiveDistance.
  • Drop is not available inside a vehicle.
  • Actions the inventory cannot perform are not shown.

On inventories that keep weapons as items (ox_inventory and the QBCore inventories), a left click on a weapon opens its menu with Equip, Give, Drop and Store. If the weapon is in the player’s hands, it is holstered before it is given, dropped or stored. Throwables with several units use the amount picker.

With ox_inventory or qb-inventory 2.x, a third tab appears when the player opens the wheel:

  • next to an unlocked vehicle, at its trunk;
  • inside a vehicle, for its glovebox;
  • on top of a ground drop.

The tab lists the contents, with weight and plate for vehicles. A left click on an item offers Take; in the Items tab, the player’s items gain a Store action. Access follows the same rules as the inventory itself, and the server checks distance and access again before moving anything. Stored weapons are grouped under Weapons & ammo.

With ox_inventory or qb-inventory 2.x, inventory slots 1 to 5 are shown at the bottom of the screen while the wheel is open and for Config.HotbarTime seconds after closing it. The weapon in the player’s hands is highlighted, and the hotbar updates when weapons or items change.

With the wheel open, pointing at a weapon or item and pressing a number from 1 to 5 moves it to that slot; whatever occupied the slot takes its place. Pressing the number of the slot the item already occupies moves it out of the hotbar, to the first free slot. The move is performed by the inventory itself, as when dragging in its window.

The wheel does not open while the player is dead, handcuffed or ragdolling, while the pause menu is open, or while another resource has focus on the mouse. Config.CanOpen adds your own conditions (see Configuration). If the player dies or falls while the wheel is open, it closes.