Various flashbang scripts are available for FiveM, ranging from basic implementations to highly optimized systems integrated with modern frameworks like ox_inventory Technical Summary Optimization: Modern versions, such as the Next Flashbang system
local flashbangProp = CreateObject(GetHashKey("w_ex_grenade"), coords.x, coords.y, coords.z, true, true, true)
-- Attach a light particle effect to the prop while it is live
while timer > 0 do
Wait(1000)
timer = timer - 1
-- Logic for the fuse sound
end
Configuration: Edit the config.lua to set the BlindTime and EffectRadius. flashbang fivem script
Audio FX: Plays a high-pitched "ringing" sound and dampens game audio. Various flashbang scripts are available for FiveM, ranging
RegisterNetEvent("flashbang:explode")
AddEventHandler("flashbang:explode", function(data)
local playerPed = PlayerPedId()
local playerPos = GetEntityCoords(playerPed)
local dist = #(playerPos - data.pos)
if dist > Config.Radius then return end
local los = HasEntityClearLosToEntity(playerPed, data.entity or 0, 17) -- use raycast in practice
local occlusion = los and 1.0 or Config.OcclusionFactor
local severity = math.max(0, (Config.Radius - dist) / Config.Radius) * occlusion
local duration = Lerp(Config.MinDuration, Config.MaxDuration, severity)
-- Visual effect
StartScreenEffect("Dont_tazeme_bro", 0, true)
ShakeGameplayCam("FAMILY5_DRUG_TRIP_SHAKE", severity * 2.0)
Citizen.CreateThread(function()
local t0 = GetGameTimer()
while GetGameTimer() - t0 < duration*1000 do
local alpha = 1.0 - ((GetGameTimer() - t0) / (duration*1000))
DrawRect(0.5, 0.5, 2.0, 2.0, 255,255,255, math.floor(alpha*255*severity))
Citizen.Wait(0)
end
StopScreenEffect("Dont_tazeme_bro")
StopGameplayCamShaking(true)
end)
-- Gameplay penalties: increase spread, disable firing briefly, etc.
end)