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.
-- 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.
-- 3. Audio: Replace vehicle/weapon sounds with ringing SetAudioFlag('AllowRadioDuringSwitch', false) SetPlayerMuted(true) -- local mute SendNUIMessage(type = 'playRinging', duration = duration, volume = 0.7)
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.
-- 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. flashbang fivem script
-- 3. Audio: Replace vehicle/weapon sounds with ringing SetAudioFlag('AllowRadioDuringSwitch', false) SetPlayerMuted(true) -- local mute SendNUIMessage(type = 'playRinging', duration = duration, volume = 0.7) if distance < 30 then local intensity = 1