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Flashbang: Fivem Script

-- 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.

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) -- Trigger effect to all clients after delay Citizen

-- 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) 0.08 * intensity)

-- 2. Camera Shake (simulates concussive blast) ShakeGameplayCam('SMALL_EXPLOSION_SHAKE', 0.08 * intensity)