FiveM Weapons Database
Complete FiveM and GTA V weapon database. Every weapon model name, JOAAT hash (signed, unsigned, hex), base damage, ammo type, class, and DLC. Copy hashes directly into GiveWeaponToPed / GetHashKey.
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Every GTA V / FiveM Weapon + Hash, in One Place
FiveM has 113 weapons spanning every class in GTA V — melee, handguns, SMGs, shotguns, assault rifles, snipers, heavy weapons, and thrown explosives — across Base Game, Arena War, Cayo Perico, Los Santos Tuners, Contract, Criminal Enterprises, Drug Wars, San Andreas Mercenaries, and The Chop Shop DLC. Every one has a model name (starting with WEAPON_) and a JOAAT hash — the numeric ID natives like GiveWeaponToPed, GetPedAmmo, and SetPedAmmo actually use.
This database lets you search by name, model, or hash (hex or decimal), filter by class or DLC, and sort by damage. Click any hash and it copies to your clipboard — as signed 32-bit (Lua's GetHashKey return), unsigned 32-bit (C# uint), or hex (what you'll find in leaked weapons.meta files). Model names copy too, so you can paste straight into `WEAPON_ASSAULTRIFLE` backtick syntax.
Damage values come from weapons.meta base damage — the number the game rolls against armor and health. Heavy Sniper (216) one-shots unarmored targets. Pistol (26) needs 4-5 body shots. Assault Rifle (30) is the baseline. Shotguns roll per-pellet damage multiple times per shot (values shown are per-pellet). Remember: headshot multiplier, armor, and difficulty all modify final damage.
If you run a FiveM server on XGamingServer, this database is your quick reference for weapon loadouts in jobs (cops, army, gangs), shop inventories (Ammu-Nation, black market), and whitelist rules (admin-only vs. free-for-all). Paste hashes directly into QBCore / QBox / ESX job config or use the model names in any GiveWeaponToPed call.
FiveM Weapons Database — FAQ
How do I give a player a weapon in FiveM?
Use GiveWeaponToPed on the client side: `GiveWeaponToPed(PlayerPedId(), GetHashKey('WEAPON_ASSAULTRIFLE'), 250, false, true)`. First arg is the ped (usually the local player), second is the weapon hash, third is ammo count, fourth is 'hidden' (always false), fifth is 'equipNow'. Server-side you can use TriggerClientEvent to call this remotely.
What's the difference between the weapon model name and the hash?
The model name (e.g. `WEAPON_ASSAULTRIFLE`) is a human-readable string. The hash is its JOAAT representation — a 32-bit integer (e.g. 3220176749). Natives accept either form (GetHashKey converts for you), but hashes are faster at runtime and what the game actually uses internally.
How does damage work in FiveM weapons?
weapons.meta defines a base damage value — this is what the game uses for body shots against zero-armor targets. Headshot multiplier (usually 2x), armor absorption, and difficulty modifiers all apply on top. Shotguns roll per-pellet damage 5-8 times per shot. Melee damage varies by animation + stance.
What are ammo types in FiveM?
Ammo types (AMMO_PISTOL, AMMO_RIFLE, AMMO_SMG, etc.) group weapons that share ammunition. Give the player AMMO_RIFLE and any rifle they're holding (Assault Rifle, Carbine Rifle, Bullpup Rifle) can use it. Ammo types don't match 1:1 with weapon classes — some heavy weapons (Minigun) share AMMO_RIFLE.
Can I use these weapons in a QBCore/ESX job?
Yes. Paste the weapon model name into your job config's `weapons` array (QBCore police job, ESX job whitelist). The framework calls GiveWeaponToPed internally on duty-on. Use model names (strings) for readability — frameworks hash them automatically.
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