REALISTIC SMOKE GRENADE FIVEM | STANDALONE

The ultimate realistic smoke grenade experience for FiveM servers. This script completely revamps tactical smoke grenades and smoke launchers with dense volumetric coverage, dynamic multi-emitter expansion, realistic physics trajectory tracking, and smooth dissipation. Designed as a standalone resource, it delivers unmatched visual immersion and tactical gameplay for shootouts, police breaches, and heist escapes without any framework dependencies.


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:fire: Key Features

Designed to improve tactical roleplay, visual realism, and server immersion:

:dashing_away: Volumetric & Continuous Smoke Coverage

  • Multi-Emitter Cloud: Uses 6 staggered billow emitters positioned dynamically around the canister to create a dense, unbroken volumetric smoke wall without ugly restart gaps.
  • Organic Micro-Puffs: Random organic micro-puff particles trigger throughout the smoke’s lifespan, eliminating repetitive looping patterns and ensuring a realistic, living smoke cloud.
  • Ground-Hugging Physics: Smart ground-level raycasting aligns every emitter perfectly with uneven terrain, asphalt, or slopes.

:counterclockwise_arrows_button: Dynamic 3-Phase Lifespan & Scaling

  • Dynamic Expansion (Growth Phase): Smooth sine curve expansion from ignition scale to full volumetric coverage over configurable growth time.
  • Peak Tactical Density: Dense, high-opacity smoke cloud that completely blocks line-of-sight for tactical cover, bank breaches, and military maneuvers.
  • Realistic Dissipation: Gradually thins, expands slightly, and smoothly fades alpha to zero over a dedicated dissipation window.

:bullseye: Accurate Projectile & Physics Tracking

  • Live In-Flight Tracking: Detects thrown grenades or launcher rounds and tracks their physical trajectory in real-time.
  • Rest Detection: Waits until the canister comes to a complete physical stop on the ground before deploying the synchronized smoke cloud.
  • Explosion Fallback: Server-side explosion event handler ensures fallback detection even in fast-paced combat scenarios.

:globe_with_meridians: Multi-Player Synchronization & Late Sync

  • Server-Wide Real-Time Sync: Fully synchronized across all connected players with duplicate trigger protection.
  • Late-Join & Reconnect Sync: Newly spawned or reconnected players automatically receive active smoke clouds with accurate remaining durations and elapsed phases.
  • Auto-Cleanup: Clean removal from server and client memory upon expiration or resource restart.

:shield: Non-Lethal Damage Control & Weapon Support

  • Damage Suppression: Built-in option (Config.DisableWeaponDamage) to disable lethal damage and gas harm, making smoke grenades purely tactical visual tools.
  • Multiple Weapons: Out-of-the-box support for WEAPON_SMOKEGRENADE, WEAPON_GRENADELAUNCHER_SMOKE, BZ Gas, and custom weapons.

:high_voltage: Optimized Performance & Distance Culling

  • Smart Distance Culling: Smoke particles beyond the configurable render distance (Config.RenderDistance) are automatically despawned and recreated if players re-enter range.
  • Resource Friendly: Idle tick sleeps at 1000ms and only polls active weapons or renders active nearby smoke clouds.

:laptop: Framework:

  • Standalone (Works with ESX, QB, QBX, or Any Framework)

:gear: Dependencies:

  • None (Standalone)

:gear: How To Install:

  • Download ak47_smokegrenade from your cfx portal.
  • Add the script into your resources folder.
  • Configure settings in config.lua as desired (duration, scale, render distance, damage).
  • Start the script in your server.cfg.
  • Restart your server.

:link: Links & Support:


:memo: Note:

  • This script is standalone and works with any framework or no framework at all.
  • Renaming the script is not allowed. It may break the functionalities.
  • Don’t upload the script with FileZilla, Use Winscp if you are using FTP for file uploading.
Code is accessible Config Only
Subscription-based Both Available
Lines (approximately) 600+
Requirements None (Standalone)
Support Yes


nice fps killer lol