Headshot damage in FiveM: control one-shot kills
SetPedSuffersCriticalHits(ped, false) stops headshots from being automatic kills — the head then takes damage like any other body part scaled by the weapon’s modifiers. For per-weapon control, weapons.meta has HeadShotDamageModifierPlayer plus MinHeadShotDistancePlayer and MaxHeadShotDistancePlayer. Apply the native to the player’s ped after every spawn.
Headshots decide the tone of a server’s gunfights. With vanilla settings a single pistol round to the head ends a roleplay scene in a frame; on a PvP server that same one-tap is the whole skill ceiling. FiveM gives you a simple switch for critical hits and fine control in weapons.meta.

#Critical hits: the one-tap switch
CreateThread(function()
while true do
local ped = PlayerPedId()
SetPedSuffersCriticalHits(ped, false)
Wait(5000) -- cheap re-apply: the ped changes on respawn
end
end)With critical hits off, a headshot is no longer an automatic kill; the damage still depends on the weapon, so a heavy sniper remains deadly. Re-applying every few seconds is a simple way to cover respawns and model changes; frameworks with a spawn event can apply it there instead.
#Per-weapon headshot values
| weapons.meta field | Effect |
|---|---|
HeadShotDamageModifierPlayer | Multiplier for headshots against players |
MinHeadShotDistancePlayer | Distance from which the headshot bonus starts |
MaxHeadShotDistancePlayer | Distance beyond which it stops |
NetworkHeadShotPlayerDamageModifier | Headshot multiplier in multiplayer |
Editing these is the precise way to make, say, shotguns weak at the head beyond close range. The rest of the file is in weapons.meta explained.
#Helmets
Helmets are a natural roleplay counter to headshots. Many servers give helmeted players extra protection by checking the ped’s helmet state or prop and reducing incoming headshot damage in their damage handling. It keeps tactical gear meaningful without changing every weapon.
#Choosing settings by server type
| Server | Critical hits | Typical approach |
|---|---|---|
| Serious roleplay | Off | Injuries and down states instead of instant deaths |
| Casual roleplay | Off or on | Often off with reduced overall damage |
| PvP / redzone | On | Headshots are the skill expression; tune per weapon |
Headshots are only one lever; see damage modifiers and weapon balance for roleplay. Which event fires for a hit, and what it carries, is listed in the damage event reference.
Questions
How do I disable one-shot headshots in FiveM?
SetPedSuffersCriticalHits(PlayerPedId(), false) on the client, and re-apply it after the player respawns.Does disabling critical hits remove headshot damage entirely?
How do I make headshots stronger for one weapon?
HeadShotDamageModifierPlayer for that weapon in its weapons.meta.Why do headshots one-tap again after respawn?
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The reference tables this guide leans on, free and without an account.
- All 860 ped model namesEvery model GetHashKey resolves, with its hash and how many clothing components and props it carries.