Combatintermediate9 min readupdated 11 Sept 2026

Headshot damage in FiveM: control one-shot kills

The short answer

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.

Headshot damage in FiveM: control one-shot kills — illustrated with a FiveM-compatible minimap render

#Critical hits: the one-tap switch

client.lua
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 fieldEffect
HeadShotDamageModifierPlayerMultiplier for headshots against players
MinHeadShotDistancePlayerDistance from which the headshot bonus starts
MaxHeadShotDistancePlayerDistance beyond which it stops
NetworkHeadShotPlayerDamageModifierHeadshot 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

ServerCritical hitsTypical approach
Serious roleplayOffInjuries and down states instead of instant deaths
Casual roleplayOff or onOften off with reduced overall damage
PvP / redzoneOnHeadshots 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.

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Questions

How do I disable one-shot headshots in FiveM?
Call SetPedSuffersCriticalHits(PlayerPedId(), false) on the client, and re-apply it after the player respawns.
Does disabling critical hits remove headshot damage entirely?
No. Headshots still do damage according to the weapon; they just stop being automatic kills.
How do I make headshots stronger for one weapon?
Raise HeadShotDamageModifierPlayer for that weapon in its weapons.meta.
Why do headshots one-tap again after respawn?
The new ped starts with default settings. Apply the native again after every spawn.

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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.