Hitbox Fivem New May 2026

While the "New" hitbox is superior, it is not without challenges for server developers:


The implementation of "New" hitboxes has fundamentally altered the FiveM meta-game.

The "Spray and Pray" Era is Over With legacy hitboxes, holding the trigger down was often viable because the large collision spheres would catch stray bullets. New hitboxes penalize inaccuracy. Missing a shot means missing the model entirely.

The Rise of "Time-to-Kill" (TTK) Strategy Because limb damage is reduced (often requiring 4-6 shots to kill vs. 1-2 in legacy), gunfights last longer. This encourages:

Visual Feedback Many "New" resources include UI indicators that show where you hit the opponent, satisfying the player's need for feedback and confirming the precision of the new system.


A Hitbox for FiveM is a scripted system that detects when players or NPCs are hit by weapons, melee, vehicles, or other interactions, then triggers game logic (damage, effects, logging, animations). In FiveM (GTA V multiplayer mod), hitboxes augment or replace native collision/damage handling to support features like custom hit detection, body-part damage, server-side validation, ragdolls, and anti-cheat logging. hitbox fivem new


local QBCore = exports['qb-core']:GetCoreObject()
local ESX = nil
if Config.Framework == 'esx' then
    ESX = exports['es_extended']:getSharedObject()
end

local activeHitZones = {}

-- Helper: get player money local function AddMoney(amount) if Config.Framework == 'qb' then local PlayerData = QBCore.Functions.GetPlayerData() TriggerServerEvent('qb-bossmenu:server:addMoney', 'cash', amount) QBCore.Functions.Notify("Hit complete: $"..amount, "success") else TriggerServerEvent('esx:addMoney', amount) ESX.ShowNotification("Hit complete: $"..amount) end end

-- Spawn target ped with hitbox local function CreateHitTarget(id, data) local model = data.pedModel RequestModel(model) while not HasModelLoaded(model) do Wait(0) end

local ped = CreatePed(4, model, data.coords.x, data.coords.y, data.coords.z - 1.0, 0.0, false, true)
FreezeEntityPosition(ped, true)
SetEntityInvincible(ped, true)
SetBlockingOfNonTemporaryEvents(ped, true)
if data.blip then
    local blip = AddBlipForCoord(data.coords)
    SetBlipSprite(blip, 1)
    SetBlipColour(blip, 3)
    SetBlipDisplay(blip, 4)
    SetBlipScale(blip, 0.8)
    BeginTextCommandSetBlipName("STRING")
    AddTextComponentString("Hit Target")
    EndTextCommandSetBlipName(blip)
end
-- Target system hitbox
if Config.TargetSystem == 'ox_target' then
    exports.ox_target:addBoxZone(
        coords = data.coords,
        size = vec3(1.5, 1.5, 2.0),
        rotation = 0,
        debug = false,
        options =
name = 'hit_target',
                label = '🔫 Eliminate Target',
                icon = 'fas fa-skull-crossbones',
                onSelect = function()
                    TriggerServerEvent('hitbox:completeHit', id, data.reward)
                    DeleteEntity(ped)
                    if data.blip then RemoveBlip(blip) end
                    exports.ox_target:removeZone('hit_target_'..id)
                end
)
elseif Config.TargetSystem == 'qb-target' then
    exports['qb-target']:AddBoxZone('hit_target_'..id, data.coords, 1.5, 1.5, 
        name = 'hit_target_'..id,
        heading = 0,
        debugPoly = false,
        minZ = data.coords.z - 1.0,
        maxZ = data.coords.z + 1.0
    , 
        options =
type = 'client',
                event = 'hitbox:client:Eliminate',
                icon = 'fas fa-bullseye',
                label = 'Take Out Target',
                targetId = id,
                reward = data.reward,
                ped = ped
,
        distance = 2.0
    )
end
activeHitZones[id] =  ped = ped, blip = blip 

end

-- Register target event (qb-target) RegisterNetEvent('hitbox:client:Eliminate', function(data) local id = data.targetId local reward = data.reward TriggerServerEvent('hitbox:completeHit', id, reward) DeleteEntity(activeHitZones[id].ped) if activeHitZones[id].blip then RemoveBlip(activeHitZones[id].blip) end exports['qb-target']:RemoveZone('hit_target_'..id) activeHitZones[id] = nil end) While the "New" hitbox is superior, it is

-- Initialize all hit targets Citizen.CreateThread(function() for id, data in pairs(Config.HitTargets) do CreateHitTarget(id, data) end end)


One of the biggest selling points of the "New Hitbox" systems is anti-cheat resilience. Many common "Godmode" cheats work by manipulating the poly hitbox (making it infinite or non-existent). Since raycasting doesn't care about the poly box and instead looks for the physical model or bone structure, it bypasses many of these cheats, making combat fairer for legitimate players.

Because bullets now react to solid geometry accurately:

Config = {}

Config.Framework = 'qb' -- 'qb' or 'esx' Config.TargetSystem = 'ox_target' -- 'ox_target', 'qb-target', 'interact' Visual Feedback Many "New" resources include UI indicators

Config.HitReward = 5000 -- money per hit Config.AlertPolice = true Config.AlertRadius = 50.0

Config.HitTargets = [1] = coords = vector3(123.45, -567.89, 30.0), pedModel = 's_m_y_cop_01', blip = true, reward = 8000 , [2] = coords = vector3(-456.78, 1234.56, 100.0), pedModel = 'a_f_y_topless_01', blip = false, reward = 12000


To understand why you are suddenly hitting headshots you previously missed, you need to understand the trilogy of scripts powering this revolution.