Flashbang Fivem Script -

The "ringing" in the ears (tinnitus) is achieved through audio manipulation:

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)

Not all flashbang scripts are created equal. Here are the specific features you should look for in a premium or open-source flashbang FiveM script: flashbang fivem script

: Check if the script integrates with popular inventory systems like ox_inventory for seamless item usage. Where to Find Quality Scripts Official Forums Cfx.re (FiveM) Forums

Allows SWAT and tactical units to clear rooms professionally. The "ringing" in the ears (tinnitus) is achieved

Modern scripts integrate with qb-core or es_extended to use existing grenade throwing animations. Many utilize the ox_inventory to ensure the flashbang is consumed upon use.

: Overlays the player's screen with a blinding white light that fades over time based on proximity. Where to Find Quality Scripts Official Forums Cfx

-- 3. The Shake ShakeGameplayCam("SMALL_EXPLOSION_SHAKE", 0.5 + (15.0 - distance) * 0.1)