PACKAGE

DMD Store Adrenaline System | Advanced Combat Enhancement | QB ESX

10.00 USD
DMD Store Adrenaline System | Advanced Combat Enhancement | QB ESX
DETAILS

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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