In-vehicle combat mechanic — turn and shoot at your own passengers and driver for ESX and QBCore
Every crime story worth telling eventually ends up in a car, and the base game has always broken that moment: the betrayed gangster physically cannot turn a weapon on the passenger sitting next to him. This script removes that invisible wall — inside a vehicle you can finally aim at the people riding with you, and suddenly the getaway car is the most dangerous room in the city.
What shooting at a passenger unlocks
- Target the passenger beside you, the crew in the back seat or the driver in front of you — every seat becomes a valid threat.
- Betrayal scenes finally play out where they belong: mid-drive, at speed, with nowhere to run.
- Hostage transport gains real teeth — the courier who talks too much learns why the boss rides in back.
- Robbery escapes, deal ambushes and taxi hold-ups all gain a mechanic the base game never allowed.
Implementation that behaves
- Aiming and shot registration work cleanly between seats without camera glitches or phantom collisions.
- Normal in-vehicle behavior stays untouched for everyone not currently starting a gunfight.
- Works with your existing weapons, damage and death systems — it changes who you can hit, not how hits work.
- Configurable restrictions let you limit the mechanic by weapon class or context if your rules call for it.
Small mechanic, huge scenes
- The mere possibility changes behavior: nobody rides with a stranger quite as casually anymore.
- Clip-makers love it — vehicle betrayals are some of the most shared moments a server produces.
- It costs almost nothing on resmon because it only engages when someone commits.
Drop it in tonight
Built for ESX and QBCore with a plain install and open configuration, the script is live within one restart. Your criminal roleplay inherits an entire genre of scene the same evening. Complete the street-side arsenal with our gang & crime scripts, and give pursuers a fair fight with the DriveBy System.