Several paid and free scripts (like px_hitboxes or ox_inventory weapon modules) now let you:
can increase the physical size of the "head" hitbox on the model, theoretically making it easier to land critical hits in certain competitive or training scenarios. Validation & Sanity Checks hitbox fivem new
In FiveM, a hitbox refers to the area of a player's character model that can be hit by other players or objects. The hitbox is essentially a invisible box that surrounds the character model and determines what areas of the model can be damaged or interacted with. Several paid and free scripts (like px_hitboxes or
-- Helper: get player money local function AddMoney(amount) if Config.Framework == 'qb' then local PlayerData = QBCore.Functions.GetPlayerData() TriggerServerEvent('qb-bossmenu:server:addMoney', 'cash', amount) QBCore.Functions.Notify("Hit complete: $"..amount, "success") else TriggerServerEvent('esx:addMoney', amount) ESX.ShowNotification("Hit complete: $"..amount) end end -- Helper: get player money local function AddMoney(amount)
Damage model
If you want, I can: provide a sample Lua implementation for FiveM (client & server), or a ready-made data schema and validation pseudocode. Which would you like?
-- Register target event (qb-target) RegisterNetEvent('hitbox:client:Eliminate', function(data) local id = data.targetId local reward = data.reward TriggerServerEvent('hitbox:completeHit', id, reward) DeleteEntity(activeHitZones[id].ped) if activeHitZones[id].blip then RemoveBlip(activeHitZones[id].blip) end exports['qb-target']:RemoveZone('hit_target_'..id) activeHitZones[id] = nil end)