Fivem Script | Flashbang

-- Client-side effect trigger
Citizen.CreateThread(function()
    if isPlayerInBlastRadius then
        -- White screen effect
        local effectName = "DeathFailMPIn"
        StartScreenEffect(effectName, 3000, false)
    -- Play ringing sound
    SendNUIMessage(type = "playRingtone")
-- Shake camera
    ShakeGameplayCam("DRUNK_SHAKE", 1.0)
    Citizen.Wait(2000)
    StopGameplayCamShaking()
-- Remove effect after 3 seconds
    Citizen.Wait(3000)
    StopScreenEffect(effectName)
end

end)

In the sprawling ecosystem of FiveM roleplay (RP) servers, immersion is king. While gunfights and car chases are staples, the fine details often separate a good server from a great one. One of the most sought-after, yet commonly misunderstood, tools for modern law enforcement and military roleplay is the Flashbang FiveM script. flashbang fivem script

Whether you are a server owner looking to add tactical depth or a player wanting to understand why you suddenly cannot see or hear, this guide covers everything about flashbang mechanics, installation, optimization, and legality.

Nothing shifts the momentum of a tense hostage situation or a dark warehouse raid quite like the sharp CRACK of a flashbang. In real life, it’s a non-lethal tactical marvel. In FiveM roleplay, it’s a game-changer—when it’s scripted right. -- Client-side effect trigger Citizen

Today, we’re diving into one of the most underrated but high-impact tools in serious roleplay servers: the custom Flashbang script.

Here’s where the script gets interesting. In a well-coded flashbang system, a blind player shouldn’t be able to: In the sprawling ecosystem of FiveM roleplay (RP)

This forces actual teamwork. Breaching a door? The blinded point man calls out contact direction while the second man fires over their shoulder. That’s cinematic roleplay.

When the timer hits zero, the script calculates who is hit.

-- Get all players in a 15 meter radius
local players = GetActivePlayers()
for _, player in ipairs(players) do
    local ped = GetPlayerPed(player)
    local dist = #(detonationCoords - GetEntityCoords(ped))
if dist < 15.0 then
        -- Perform a raycast from the grenade to the player's head
        local rayHandle = StartShapeTestRay(
            detonationCoords, 
            GetPedBoneCoords(ped, 31086), -- Head bone
            -1, -- Intersection flags
            flashbangProp, -- Entity to ignore (the grenade itself)
            0
        )
        local _, hit, _, _, entityHit = GetShapeTestResult(rayHandle)
-- If 'hit' is false, it means the line was interrupted (a wall exists)
        -- However, we usually invert logic: if the ray REACHES the player without hitting world geo, they are flashed.
        if DoesEntityExist(entityHit) or not hit then
             TriggerFlashEffect(player, dist)
        end
    end
end

| Script Name | Framework | Key Feature | |-------------|-----------|--------------| | ps-flashbang | QB-Core / ESX | Realistic ringing, smooth fade | | gc-flashbang | Standalone | Lightweight, configurable radius | | jim-flashbang | QB-Core | Integrated with evidence & medical | | rw_flashbang | ESX | Includes throw animation & physics |

Example server-side pseudo-flow: