-- 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: