Weapons
Ammo, Attachments, and Weapon Shops on a FiveM Server
How to wire addon weapons into a FiveM economy: ammo items that match the metas, attachments as inventory items, legal shops, and a black market that is actually scarce.
Kyros2 min read
A gun that spawns empty, or a suppressor that only exists as a chat command, breaks the fantasy the moment a player opens their inventory. Ammo and attachments are how an addon weapon becomes an item in your city instead of a model on a ped.
Match ammo items to the weapon meta
Addon weapons ask for an ammo type. Your inventory has to sell, craft, or grant that same type. When those names diverge, players get a weapon they cannot load, and the ticket always sounds like "the pack is broken."
Before launch, pick a short list:
- Pistol ammo
- SMG ammo
- Rifle ammo
- Shotgun shells
- A rare precision or sniper round, if you even want that class on the street
Then point every weapon in the pack at one of those types. A unique ammo item per gun looks realistic and dies in practice. Shops become a spreadsheet, and players stop reading.
Kyros packs ship framework item definitions for QBCore, ESX, QBox, and ox_inventory so the spawn names already exist. The install guide gets the resource running. This step is the one after that: hook the items into shops, jobs, and crafting.
Attachments are items, not a menu cheat
Suppressors, optics, grips, flashlights, and extended mags should be inventory items with a target or a drag-and-drop, the same way ox_inventory expects components. If any player can open a command and silence a rifle for free, you do not have attachments. You have a second weapon with extra steps.
Price the useful ones. A sight is common. A suppressor is a crime purchase with a reason to own it, because it changes how loud the scene is for nearby players. That is roleplay value, and it is also why it should not sit in the convenience store next to water.
Two shops, two rules
Legal shop. Pistols and basic ammo for characters who hold a license. Background check, a fee, a waiting period if you want the paperwork. Duty weapons never appear here. Those live in the armory from the police loadout guide.
Black market. Rifles, shotguns, and the attachments police would ask questions about. Stock is limited, location moves or requires a reputation, and prices assume crime pays more than a legal job. If the black market is always open and always stocked, it is just a second Ammu-Nation with worse lighting.
Licenses and consequences
A weapon license is a document other players can ask for. Police can revoke it. Shops can refuse a sale when the item metadata says the license is gone. The prop is the easy part. The rule that a revoked license means something is the part that makes the shop feel like a business.
Empty guns on first spawn
New characters should spawn with no firearm, or with a cheap legal pistol only if your setting is armed-by-default. Handing every player a rifle at character creation skips the entire shop, the entire job, and the entire reason to interact with anyone.
Set the prices after you set wages. An hour of work from the economy guide should buy ammo. A good week should buy a sidearm. A rifle should take a plan.