Make weapons do more damage

My issue is that when tap firing with an APPistol and hitting someone in the head they instantly drop dead, which is good, that’s what I want. You can also full spray someone’s head and they will instantly drop dead, which is also what I want.

The problem is, when I full spray someone in the chest it takes over 2 clips of an AP Pistol to kill the player. I have tried weapon damage scripts, I have tried weapon multiplier scripts and neither have worked.

I need a way to make it so if someone is full sprayed in the chest with an AP Pistol they die within 3-4 shots to their chest.

I have been looking for a solution for so long so if you can help me please I would appreciate it A LOT!!

My concept is:

  • Check if a player has been shot with an AP Pistol
  • If the player has been shot by an AP Pistol remove an additional amount of health

Then I will be able to remove an additional 40-50 health so the player dies faster.

cant you just change the weapon handler files? and stream them?

You can use this client-side:
http://runtime.fivem.net/doc/natives/?_0x4757F00BC6323CFE

It will modify the weapon damage.

How would I do that? How would that increase damage?

I’ve already tried this and it didn’t work for me.

Weapon Damage Modifier can be the way to go
Basically if you set it in 0.5 it will take double amount of bullets to kill someone. so if you set it to 2.0 it will double the damage of a gun that you want. if you set it to 0 your gun won’t do any damages
here is a basic example for doing it

Citizen.CreateThread(function()
  while true do
   SetWeaponDamageModifier('WEAPON_APPISTOL',2.0)
  Citizen.Wait(0)
end
end)

i made custom Damage modifier for all of my guns in my last release ( military tdm gamemode )
in config file it looks like this

Config.CustomDamageMultipilier = true
Config.WeaponDamage = {
 UnArmed = 0.5,
 CombatPistol = 0.75,
 SpecialCarbine = 0.75,
 RPG =0.75,
 SMG = 0.75,
 Shotgun = 0.75,
 Sniper = 0.75,
 CarbineRifle = 0.75,
 SmokeGrenade = 0.5
}

Main Code is this :arrow_double_down:

Citizen.CreateThread(function()
    while true do
        if Config.CustomDamageMultipilier then
            SetWeaponDamageModifier(GetHashKey("WEAPON_UNARMED"),
                                 Config.WeaponDamage.UnArmed)
            SetWeaponDamageModifier(GetHashKey("WEAPON_COMBATPISTOL"),
                                 Config.WeaponDamage.CombatPistol)
            SetWeaponDamageModifier(GetHashKey("WEAPON_SPECIALCARBINE"),
                                 Config.WeaponDamage.SpecialCarbine)
            SetWeaponDamageModifier(GetHashKey("WEAPON_RPG"),
                                 Config.WeaponDamage.RPG)
            SetWeaponDamageModifier(GetHashKey("WEAPON_SMG"),
                                 Config.WeaponDamage.SMG)
            SetWeaponDamageModifier(GetHashKey("WEAPON_CARBINERIFLE"),
                                 Config.WeaponDamage.CarbineRifle)
            SetWeaponDamageModifier(GetHashKey("WEAPON_MARKSMANRIFLE"),
                                 Config.WeaponDamage.Sniper)
            SetWeaponDamageModifier(GetHashKey("WEAPON_ASSAULTSHOTGUN"),
                                 Config.WeaponDamage.Shotgun)
            SetWeaponDamageModifier(GetHashKey("WEAPON_SMOKEGRENADE"),
                                 Config.WeaponDamage.SmokeGrenade)
        end
        Citizen.Wait(0)
    end
end)

if you got any error using SetWeaponDamageModifier try to use the hash and invoke it instead of using the SetWeaponDamageModifier itself
here is a example for using hash instead of SetWeaponDamageModifier

Citizen.CreateThread(function()
    while true do
        if Config.CustomDamageMultipilier then
            N_0x4757f00bc6323cfe(GetHashKey("Your Weapon"),
                                 Damage)
        end
        Citizen.Wait(0)
    end
end)

The Invoke Key For SetWeaponDamageModifier is 0x4757F00BC6323CFE