Flashbang Fivem Script -
-- 3. Audio: Replace vehicle/weapon sounds with ringing SetAudioFlag('AllowRadioDuringSwitch', false) SetPlayerMuted(true) -- local mute SendNUIMessage(type = 'playRinging', duration = duration, volume = 0.7)
-- 2. Camera Shake (simulates concussive blast) ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08 * intensity)
if distance < 30 then local intensity = 1.0 - (distance / 30.0) applyFlashbangEffect(intensity, distance) -- Optional: Lower weapon if very close if distance < 5 then SetCurrentPedWeapon(ped, GetHashKey('WEAPON_UNARMED'), true) end end end) FiveM's native audio can be overridden with a high-pitched tinnitus sound via NUI. flashbang fivem script
-- Event receiver RegisterNetEvent('flashbang:detonate') AddEventHandler('flashbang:detonate', function(bangCoords) local ped = PlayerPedId() local myCoords = GetEntityCoords(ped) local distance = #(myCoords - bangCoords)
-- 4. Visual persistence (afterimages / flash hang) local flashEnd = GetGameTimer() + duration Citizen.CreateThread(function() while GetGameTimer() < flashEnd do local alpha = (flashEnd - GetGameTimer()) / duration * 255 DrawRect(0.5, 0.5, 1.0, 1.0, 255, 255, 255, alpha * 0.3, 0) Citizen.Wait(0) end end) end -- server/main
-- client/effects.lua local function applyFlashbangEffect(intensity, distance) local duration = 6000 -- 6 seconds max -- 1. Visual: White screen with opacity based on distance local screenOpacity = (1.0 - (distance / 15.0)) * 255 DoScreenFadeOut(50) -- optional brief black before white for realism Citizen.Wait(50) DoScreenFadeIn(500) -- Native direct flash: DrawRect(0.5, 0.5, 2.0, 2.0, 255, 255, 255, screenOpacity, 0)
-- Trigger effect to all clients after delay Citizen.SetTimeout(1500, function() TriggerClientEvent('flashbang:detonate', -1, GetEntityCoords(projectile)) end) end) This uses Cam Shake , Screen Fade , and Audio Submix manipulation. heading.x * 25.0
-- server/main.lua RegisterNetEvent('flashbang:throw') AddEventHandler('flashbang:throw', function(coords, heading) local src = source local playerPed = GetPlayerPed(src) local plyCoords = GetEntityCoords(playerPed) -- Anti-cheat: Validate distance (can't throw 200m) if #(plyCoords - coords) > 5.0 then return end
-- Create projectile locally on server-authoritative position local projectile = CreateProjectile(playerPed, GetHashKey('weapon_flashbang'), coords.x, coords.y, coords.z, 0.0, 0.0, 0.0) SetEntityVelocity(projectile, heading.x * 25.0, heading.y * 25.0, heading.z * 10.0)