DMD Store Adrenaline System | Advanced Combat Enhancement | QB ESX
DMD-Adrenaline
A realistic adrenaline and combat enhancement system for FiveM servers that amplifies player abilities during intense situations.
The Adrenaline System simulates real-world adrenaline rush effects - increased speed, enhanced strength, faster reflexes, and reduced pain sensitivity during combat scenarios. Perfect for action-oriented roleplay servers, gang wars, and competitive PvP environments.
Fully configurable with ox_lib integration for seamless notifications and progress displays.
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FEATURES
Adrenaline Mechanics
- Progressive adrenaline buildup during combat
- Automatic trigger when taking damage
- Temporary stat boosts (speed, strength, stamina)
- Visual feedback system
- Configurable activation thresholds
- Cooldown management
- Duration control
Combat Enhancements
- Movement speed increase
- Melee damage multiplier
- Weapon handling improvements
- Health regeneration boost
- Stamina recovery rate
- Pain resistance effects
Visual & Audio Effects
- Screen effects during adrenaline rush
- Camera shake intensity
- Sound cue system
- HUD notifications
- Progress bar displays
- Particle effects (optional)
Advanced Configuration
- Customizable trigger conditions
- Adjustable boost percentages
- Duration timing controls
- Cooldown periods
- Effect intensity scaling
- Job-based restrictions
Performance Optimized
- Minimal resource usage
- Efficient state management
- Optimized thread intervals
- Smart activation detection
- Garbage collection handling
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HOW IT WORKS
Activation Process
1. Player engages in combat or takes damage
2. Adrenaline meter builds up progressively
3. Threshold reached - adrenaline rush activates
4. Temporary stat boost applied for configured duration
5. Cooldown period begins after effect ends
6. Player cannot re-activate until cooldown expires
Stat Modifications
Movement Speed: +20% to +50% (configurable)
Melee Damage: +15% to +40% (configurable)
Weapon Accuracy: +10% to +30% (configurable)
Health Regen: +5 HP/sec to +15 HP/sec (configurable)
Stamina Recovery: 2x to 4x faster (configurable)
Effect Duration: 10 to 60 seconds (configurable)
Cooldown Period: 30 to 180 seconds (configurable)
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CONFIGURATION
Basic Settings
Config.EnableAdrenaline = true -- Master toggle
Config.RequireCombat = true -- Only activate during combat
Config.Debug = false -- Debug mode for testing
Activation Thresholds
Config.DamageThreshold = 50 -- HP damage needed to trigger (50 HP)
Config.ShotsFiredThreshold = 3 -- Shots fired to build adrenaline (3 shots)
Config.TimeWindow = 10 -- Time window for shot counting (10 seconds)
Effect Durations
Config.AdrenalineDuration = 30 -- Effect lasts 30 seconds
Config.CooldownDuration = 120 -- 2 minute cooldown
Stat Boosts
Config.SpeedMultiplier = 1.35 -- 35% speed increase
Config.MeleeDamageMultiplier = 1.25 -- 25% melee damage boost
Config.WeaponAccuracyBonus = 15 -- +15% accuracy
Config.HealthRegenRate = 10 -- +10 HP per second during rush
Config.StaminaMultiplier = 3.0 -- 3x stamina recovery
Visual Effects
Config.EnableScreenEffects = true -- Screen shake/blur
Config.EffectIntensity = 0.75 -- Intensity level (0.0 to 1.0)
Config.ShowNotifications = true -- ox_lib notifications
Config.ShowProgressBar = true -- Display adrenaline meter
Job Restrictions
Config.AllowedJobs = {
"police",
"sheriff",
"gang",
"mechanic"
}
Config.BlockedJobs = {
"ambulance" -- EMS cannot use adrenaline
}
Config.UseJobRestrictions = false -- Set true to enable job filtering
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USAGE
Automatic Activation
- System monitors player health changes
- Tracks combat engagement
- Auto-activates when conditions met
- No manual input required
Manual Activation (Optional)
Configure keybind in client script:
RegisterKeyMapping('adrenaline', 'Activate Adrenaline', 'keyboard', 'X')
Add command:
RegisterCommand('adrenaline', function()
TriggerEvent('dmd-adrenaline:activate')
end)
Monitoring Status
/checkadren -- Check current status
/adrenalinereset -- Reset cooldown (admin only)
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EXPORTS
Manually Trigger Adrenaline
exports['dmd-adranalinev2']:ActivateAdrenaline(playerId)
Check Adrenaline Status
local isActive = exports['dmd-adranalinev2']:IsAdrenalineActive(playerId)
Get Remaining Duration
local timeLeft = exports['dmd-adrenalinev2']:GetAdrenalineTime(playerId)
Force End Adrenaline
exports['dmd-adrenalinev2']:DeactivateAdrenaline(playerId)
Check Cooldown Status
local onCooldown = exports['dmd-adrenalinev2']:IsOnCooldown(playerId)
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INTEGRATION EXAMPLES
ESX Integration
RegisterNetEvent('dmd-adrenaline:checkJob')
AddEventHandler('dmd-adrenaline:checkJob', function()
local xPlayer = ESX.GetPlayerFromId(source)
local job = xPlayer.job.name
if job == "police" or job == "gang" then
TriggerClientEvent('dmd-adrenaline:activate', source)
end
end)
QBCore Integration
local QBCore = exports['qb-core']:GetCoreObject()
RegisterNetEvent('dmd-adrenaline:checkJob')
AddEventHandler('dmd-adrenaline:checkJob', function()
local Player = QBCore.Functions.GetPlayer(source)
local job = Player.PlayerData.job.name
if job == "police" then
TriggerClientEvent('dmd-adrenaline:activate', source)
end
end)
Damage System Integration
AddEventHandler('gameEventTriggered', function(event, data)
if event == 'CEventNetworkEntityDamage' then
local victim = data[1]
if victim == PlayerPedId() then
TriggerEvent('dmd-adrenaline:damageReceived', damageAmount)
end
end
end)
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COMPATIBILITY
- Frameworks: Standalone, ESX, QBCore, QBX
- Libraries: ox_lib (required)
- Damage Systems: Compatible with realistic damage scripts
- Health Systems: Works alongside custom health/armor scripts
- Combat Scripts: Compatible with weapon enhancement systems
Tested With:
- dmd-realisticdamage
- ox_lib notification system
- ESX Legacy / ESX Extended
- QBCore / QBX variations
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INSTALLATION
Requirements
- FiveM Server (build 2802 or higher)
- ox_lib (latest version)
- Optional: ESX or QBCore
Installation Steps
1. Ensure ox_lib is installed:
ensure ox_lib
2. Extract "dmd-adranalinev2" to resources:
resources/[newdmd]/dmd-adranalinev2/
3. Add to server.cfg:
ensure dmd-adranalinev2
4. Configure settings in shared config (if available)
5. Restart server
6. Test in-game by taking damage or shooting
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CUSTOMIZATION
Adjusting Trigger Sensitivity
Make adrenaline trigger easier:
Config.DamageThreshold = 30 -- Lower threshold
Config.ShotsFiredThreshold = 2 -- Fewer shots needed
Make adrenaline trigger harder:
Config.DamageThreshold = 80 -- Higher threshold
Config.ShotsFiredThreshold = 5 -- More shots required
Balancing Effects
Conservative settings:
Config.Speed Multiplier = 1.15 -- 15% boost
Config.AdrenalineDuration = 20 -- 20 second duration
Config.CooldownDuration = 180 -- 3 minute cooldown
Aggressive settings:
Config.SpeedMultiplier = 1.50 -- 50% boost
Config.AdrenalineDuration = 45 -- 45 second duration
Config.CooldownDuration = 60 -- 1 minute cooldown
Disabling Specific Effects
Turn off speed boost:
Config.SpeedMultiplier = 1.0 -- No speed change
Turn off health regen:
Config.HealthRegenRate = 0 -- No regeneration
Turn off visual effects:
Config.EnableScreenEffects = false
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TROUBLESHOOTING
Adrenaline Not Activating
- Check damage threshold is being met
- Verify combat detection is working
- Test with Config.Debug = true
- Check F8 console for errors
- Ensure ox_lib is loaded properly
Effects Not Working
- Verify client script is running
- Check native function compatibility
- Test stat multipliers manually
- Review server console for issues
Cooldown Issues
- Check cooldown timer settings
- Verify server-client sync
- Test cooldown reset command
- Review player state management
Visual Effects Problems
- Ensure screen effects enabled in config
- Check intensity settings (0.0 to 1.0 range)
- Verify particle effects compatibility
- Test on different graphics settings
Job Restrictions Not Working
- Confirm job name spelling (case-sensitive)
- Check ESX/QBCore integration
- Verify player jobs are properly set
- Test with Config.UseJobRestrictions = true
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PERFORMANCE
- Resmon: ~0.01ms idle, ~0.03ms active
- Memory: ~0.2MB
- Threads: Optimized intervals (500ms checks)
- FPS Impact: Negligible (screen effects may vary)
- Network: Minimal (activation/deactivation only)
Performance Tips
- Increase check intervals for lower-end servers
- Disable screen effects if FPS drops
- Reduce particle effects complexity
- Limit simultaneous active players
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SECURITY
- Client-side activation with server validation
- Cooldown tracking server-side
- Anti-spam measures
- State synchronization
- Cheat detection (abnormal values)
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FAQ
Q: Can players manually activate adrenaline?
A: By default no, but you can add a command/keybind
Q: Does this work in vehicles?
A: No, adrenaline only active on foot
Q: Can I disable adrenaline for specific jobs?
A: Yes, use Config.BlockedJobs array
Q: Does adrenaline stack with other buffs?
A: No, only one adrenaline instance per player
Q: Can I extend the duration?
A: Yes, adjust Config.AdrenalineDuration in config
Q: Is there a visual indicator for active adrenaline?
A: Yes, if Config.ShowNotifications = true
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