Andino Weapon Throwing
Throw It. Hide It. Find It Still There.
Physical weapon throwing for FiveM. Press the keybind, wind up into a real throwing stance, aim with a live trajectory arc, and hurl your gun exactly where you were looking. It flies, tumbles, lands, slides to a stop and stays in the world as a synced pickup anyone can grab. Toss a pistol behind a dumpster during a chase and it is really behind the dumpster, even after a restart. Works with any framework, almost any inventory, or no framework at all.
Features
- Aim mode with a live trajectory arc and landing marker showing exactly where the weapon will fly, bounce and slide to rest
- Real wind-up stance and overhand release animation; press the key again to cancel and your gun is a gun again
- Gradient power meter sweeping red through green: green throws fly hard and dead straight, weak throws drift off target
- Impacts that matter: hit someone with a thrown weapon and they take damage, land a full power throw and it knocks them off their feet
- Realistic landing physics, guns thud and skid to a stop instead of ice skating across the map
- Database persistence: thrown weapons survive restarts in their exact resting position and rotation, with serial, attachments and ammo intact
- Drop command to gently place your weapon at your feet, same pickup, no flight
- Pickups through your target resource with a zone at the resting spot, or a clean floating keypress prompt without one; anyone can steal, or lock pickups to the thrower
- Addon weapons auto-detected on ox_inventory, QBCore and QBox; everything server authoritative, no dupes
- Admin wipe command, client exports, and keybinds that ship unbound so every player picks their own in the FiveM settings
Compatibility
- Frameworks: QBox, QBCore, ESX, or standalone (no framework)
- Targeting: ox_target, qb-target, qtarget, or a built-in floating prompt fallback
- Inventory: ox_inventory, qb-inventory, ps-inventory, qs-inventory, codem-inventory, ESX native, or none
- Running something else? A custom inventory option lets you wire up any inventory with five short functions
- Auto-detects your framework, inventory, and target system. Drop it in, ensure it, done. Every config option is commented.
Requirements
- oxmysql (optional, only if you want thrown weapons to survive restarts)
- ox_lib (optional, nicer notifications)
- ox_target, qb-target, or qtarget (optional, built-in fallback included)
What you get:
x1 Andino Weapon Throwing License
Full Config Preview
See exactly what you can control before you buy. This is the real config.lua, nothing trimmed, nothing hidden.
config.lua
Config = {} Config.Debug = false -- prints the full throw and pickup chain to both consoles, leave off for less spam Config.Framework = 'auto' -- auto / qbox / qbcore / esx / standalone Config.Inventory = 'auto' -- auto / ox / qb / ps / qs / codem / esx / custom / none Config.Target = 'auto' -- auto / ox_target / qb-target / qtarget / none Config.Locale = 'en' Config.Modules = { weaponthrow = true, } Config.AdminWipeCommand = 'throwwipe' -- clears every thrown pickup and the saved rows, console or ace: add_ace group.admin command.throwwipe allow Config.Interaction = { style = 'auto', -- auto uses your target resource when one is running, prompt forces the floating keypress prompt for everyone fallbackKey = 23, -- control id for the prompt, 23 = F, 38 = E, full list on the fivem controls docs page fallbackKeyLabel = 'F', -- letter shown in the prompt, keep it matching fallbackKey } -- runs before every throw, drop and pickup, return false to block -- add your own checks here, cuffs or ziptie from your police script, carrying someone, whatever fits your server Config.CanUse = function(ped) if IsEntityDead(ped) then return false end if IsPedCuffed(ped) then return false end return true end Config.WeaponThrow = { chatSuggestions = true, command = 'throwweapon', keybind = '', -- default key, empty ships unbound, players pick their own under Settings > Key Bindings > FiveM dropCommand = 'dropweapon', dropKeybind = '', mode = 'auto', -- auto pulls the weapon item from your inventory when one is running, weapon mode stores the gun itself on standalone force = 24.0, -- throw strength, higher flies further upward = 4.0, -- upward push added to every throw, gives the arc spin = true, -- end over end tumble while flying cooldown = 2000, -- ms between throws despawn = 1800, -- seconds until an unclaimed throw despawns, only used while persistence is off ownerOnly = false, -- true means only the thrower can pick it back up pickupDistance = 2.5, allowInVehicle = false, blacklist = {}, -- weapons that can never be thrown, e.g. { 'WEAPON_MINIGUN', 'WEAPON_RPG' } aimMode = true, -- the keybind enters aim mode with the trajectory arc, left click commits, false throws instantly trajectory = true, -- the arc and landing marker shown in aim mode autoDetect = true, -- addon weapons resolve automatically on ox_inventory and qb, esx and standalone add theirs to weapons.lua persist = { enabled = true, -- thrown weapons and items survive restarts, needs oxmysql, the table creates itself retention = 2592000, -- seconds a throw stays saved, default 30 days, 0 keeps them forever }, landing = { damp = true, -- stops objects ice skating far past where they land retain = 0.45, -- how much slide survives the landing, the arc preview uses the same number friction = 5.0, -- skid deceleration, raise it if things stop short of the marker, lower if they overshoot }, powerMeter = true, -- the sweeping power bar, false always throws full strength meter = { speed = 1.4, -- seconds for one sweep of the bar minScale = 0.35, -- weakest possible throw as a fraction of force timeout = 6000, -- ms before it auto throws at wherever the cursor is accuracy = true, -- low power throws also drift off target, green is dead straight maxDeviation = 8.0, -- max drift in degrees at zero power }, } Config.Impact = { enabled = true, -- thrown objects hurt peds and players they hit minSpeed = 8.0, -- how fast the object must be moving to count as a hit, gentle drops never trigger this damage = 8, -- health taken on hit hitRadius = 1.2, -- how close the object must pass to a ped ragdoll = true, -- hard hits knock people over ragdollMinSpeed = 14.0, -- speed needed to knock someone down instead of just hurting them, green meter throws reach this easily ragdollTime = 2000, -- ms they stay on the ground } -- plug in your own inventory when Config.Inventory = 'custom' -- search must return a list of { slot, count, metadata } tables -- example: -- Config.CustomInventory = { -- metadata = true, -- addItem = function(src, item, count, meta) return exports.myinv:Add(src, item, count, meta) end, -- removeItem = function(src, item, count, meta, slot) return exports.myinv:Remove(src, item, count, slot) end, -- canCarry = function(src, item, count) return true end, -- count = function(src, item) return exports.myinv:Count(src, item) end, -- search = function(src, item) return exports.myinv:Slots(src, item) end, -- } Config.CustomInventory = nil
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What is FiveM?
FiveM is a modification framework for GTA V that lets you join custom multiplayer servers with unique gamemodes, scripts, and content, including everything we build.
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How do I install a script after purchasing?
After checkout, you'll get access to download the script files. Drop the resource into your server's resources folder, add it to your server.cfg, and restart your server. Full setup instructions are included with every script.
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Are your scripts escrow-free?
Escrow details are listed on each script's product pages. Some scripts are escrowed to protect in the integrity of my work.
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Is this compatible with ESX or QBCore?
Compatibility details are listed on each script's product page. Most releases are built to be framework-flexible or come with support for the major frameworks.
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Refunds are handled on a case-by-case basis. Reach out on Discord before purchasing if you have questions about whether a script fits your server.
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