FiveM has no universal sv_pvp or equivalent server.cfg switch. Player-versus-player combat is normally controlled by the resource that manages gameplay—often vMenu, an RP framework, a safe-zone script, or a moderation resource. First find and enable PvP in that controller. If no existing resource exposes a setting, add a small client resource that calls NetworkSetFriendlyFireOption(true) and SetCanAttackFriendly(PlayerPedId(), true, false), then load it with ensure in server.cfg.
OneSync is separate: it handles synchronization and entity awareness, not the friendly-fire policy. A reliable test requires two players outside safe zones, with godmode, invincibility, routing-bucket isolation, and framework restrictions disabled.
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What actually controls PvP in FiveM?
FiveM does not document a single server convar that globally turns PvP on. The official server-command list does not provide a universal PvP toggle. Instead, damage permissions are usually a gameplay rule implemented by a resource running on the server and clients.
That resource may be a menu, an RP framework, a safe-zone system, a weapon-control script, or a moderation tool. Such resources can disable friendly fire, grant temporary invincibility, block weapons, or prevent attacks in particular areas. A custom script can enable the GTA/FiveM friendly-fire state, but another resource that runs later can switch it off again.
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Why changing OneSync does not enable combat
OneSync is Cfx.re’s synchronization system. Its modes determine how entities and state are routed and synchronized, including server-determined entity routing. Setting set onesync on can be useful for a larger server or for improved synchronization, but it is not a PvP rule and does not make players damage one another by itself. Configure OneSync for synchronization requirements, not as a replacement for a friendly-fire setting.
Find the resource that is disabling damage
Before writing code, identify the current authority over combat. This avoids a script conflict and preserves roleplay rules that intentionally restrict attacks.
- Review vMenu settings. If vMenu is installed, inspect its player, weapon, and server-permission options for PvP or friendly-fire controls. Community troubleshooting frequently identifies vMenu as the reason players cannot damage one another.
- Inspect your framework. RP frameworks often apply invincibility or combat restrictions during character selection, jobs, interiors, or other state changes. Search the framework’s configuration and client scripts for terms such as
friendly,pvp,godmode,invincible,safezone, andcanAttack. - Check safe-zone and moderation resources. A zone script may turn friendly fire off only inside a region. A moderation or anti-grief script may do it globally or for selected groups. Weapon restrictions can look like a PvP failure when the actual issue is that damage-causing weapons are blocked.
- Check execution order. If your custom resource enables friendly fire and a later-starting resource disables it, the last state applied wins. In
server.cfg, ensure the resource that must override another is started after that dependency, while still respecting any required dependency order.
Use the existing controller when it provides the behavior you need. It will usually understand character loading, safe zones, permissions, and framework events better than an independent polling script.
Approach comparison
| Approach | Where PvP is controlled | Respawn behavior | Safe-zone and RP compatibility | Override and maintenance considerations |
|---|---|---|---|---|
| Existing resource setting | vMenu, an RP framework, or another gameplay resource | Handled by that resource’s lifecycle when implemented | Usually best, because the resource already knows its own zones and rules | Inspect its permissions and load order; framework updates can change the setting |
| Custom client resource | Client natives applied by your script | Must be reapplied after spawn or character load when the game or framework resets the state | Requires deliberate integration with safe-zone and roleplay rules | Another resource can override it; you maintain the script across framework changes |
| OneSync configuration | Network synchronization and entity routing | Does not set friendly-fire state | Does not define combat permissions | Configure for synchronization needs, not as a PvP switch |
Enable PvP through an existing resource
vMenu or framework option
Open the resource’s configuration or in-game administrative menu and look for a PvP, friendly-fire, player-damage, or attack-permission setting. The exact label depends on the resource version and permissions. Apply the change, then restart the affected resource or the server if that resource requires a full restart.
After changing the option, test with two ordinary player accounts. Confirm that neither account has godmode or another privileged state. If the setting works in one area but not another, do not replace it immediately with a global script; investigate the zone or routing rule that is intentionally changing combat behavior.
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Framework lifecycle matters
Many frameworks change player state when a character loads, respawns, enters an interior, or switches jobs. A setting that works immediately after joining can therefore disappear after one of those events. Prefer the framework’s documented lifecycle hook when it exposes one, so the combat state is applied at the correct time rather than continuously fighting the framework.
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Add a client resource when no setting exists
If no installed resource offers the rule you need, create a resource containing a client script. Cfx.re describes natives as game functions exposed to client and server resources; these friendly-fire natives affect the player-facing gameplay state, so the implementation belongs in a client script.
1. Create the resource directory
Inside the server’s resources path, create a folder such as my-pvp. A minimal resource needs an fxmanifest.lua file and a client script.
my-pvp/
├── fxmanifest.lua
└── client.lua
2. Declare the client script in fxmanifest.lua
fx_version 'cerulean'
game 'gta5'
client_script 'client.lua'
The manifest tells FiveM which game the resource targets and which file must run on each client. Keep the file name identical to the one in the manifest.
3. Apply the friendly-fire natives
The following implementation pattern reapplies the state once per second:
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CreateThread(function()
while true do
Wait(1000)
NetworkSetFriendlyFireOption(true)
SetCanAttackFriendly(PlayerPedId(), true, false)
end
end)
NetworkSetFriendlyFireOption(true) enables the network friendly-fire option for the client. SetCanAttackFriendly(PlayerPedId(), true, false) permits the current player ped to attack friendly players without setting the second boolean argument to a scripted melee-only mode. The exact native signatures and behavior can change with FiveM updates, so check the current native reference before deploying a production resource.
4. Prefer an event hook over polling when possible
The loop is a practical fallback because it repairs the state after another script or a game transition changes it. It is not always the cleanest integration. If your framework exposes a character-loaded or player-spawn event, call the two natives from that event and on resource start. This reduces unnecessary repeated calls and lets the framework apply its own state first.
Do not blindly re-enable PvP after every event if your server intentionally has protected areas. Instead, have the safe-zone or framework logic decide whether the current player should be attackable, and call the friendly-fire natives only for the permitted state.
5. Load the resource from server.cfg
Add an ensure line using the exact resource folder name:
ensure my-pvp
Place the line after any dependency whose state your script must override. Save the configuration and restart the resource or the server. Cfx.re’s convar documentation describes server configuration commands and resource scripts as the normal mechanisms for configuring a server; ensure starts a resource if it is stopped and restarts it if necessary.
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6. Verify that FiveM loaded it
- Confirm the folder is inside a directory included by the server’s resource path.
- Confirm
fxmanifest.luais at the resource root, not one directory deeper. - Confirm the manifest names
client.luaexactly, including capitalization where the host filesystem distinguishes it. - Confirm the
ensure my-pvpline uses the same folder name and is not commented out. - Check the server console for resource start errors, missing files, or dependency failures.
Test PvP without false positives
A two-player test is essential because a successful script start does not prove that damage is being permitted. Use a controlled location outside all protected zones.
- Connect two players to the same server and confirm both have fully loaded characters.
- Move both players outside safe-zone boundaries and interiors that apply special rules.
- Give both players a normal damage-causing weapon under the server’s ordinary permissions.
- Check that neither player has godmode, invincibility, an administrative protection flag, or a framework state that suppresses damage.
- Test weapon damage in both directions, then test vehicle damage if your server allows it.
- Repeat after one player respawns or reloads a character. If combat stops only after that event, your script must be called from the relevant spawn or character-load hook.
- If damage works in one location but not another, record the locations and inspect zone resources and routing buckets instead of changing the global PvP code.
Why players still cannot damage each other
vMenu or framework PvP is disabled
This is the first setting to check when no player can hurt another anywhere. Enable the resource’s PvP or friendly-fire option, remove an unintended invincibility rule, and restart the resource if required.
A safe-zone resource is active
Some servers intentionally disable damage in selected areas. If the symptom is location-specific, inspect zone boundaries and the resource that applies them. A global client loop can undermine those rules, so integrate with the zone resource rather than forcing combat everywhere.
Godmode or invincibility is being reapplied
Administrative tools, spawn protection, and framework state changes can make a player immune even when friendly fire is enabled. Test with unprivileged accounts and inspect scripts that set player or ped invincibility.
Routing buckets isolate the players
Players in different routing buckets can be separated from one another for interiors, instances, or missions. If the two players cannot properly interact, verify that they are in the same bucket before diagnosing friendly fire.
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Weapon restrictions are masking the issue
A moderation or roleplay resource may block the selected weapon or remove it on equip. Test with the server’s normal permitted weapon and inspect weapon-control scripts before changing the PvP state.
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The custom resource never started
Review the resource path, manifest, client-script name, and ensure line. A syntax error in client.lua or a malformed manifest will prevent the natives from running; the server console should show the relevant error.
Another resource turns PvP off afterward
Resource order matters when two scripts write the same state. Start your resource after the script it must override, or remove the conflicting write from the original resource. If the other script reapplies its setting on a timer or event, changing only the startup order will not solve the conflict; use the framework’s intended configuration or integrate at the event level.
Do you need OneSync for PvP?
No. OneSync is not required as a friendly-fire switch. A server can use the client natives or an existing gameplay resource without treating set onesync on as the combat control. OneSync becomes relevant when you need its synchronization behavior, entity awareness, or routing model for the server’s scale and game design. Configure the mode appropriate to those networking needs, then configure PvP separately.
Operational checklist
- Identify the resource that currently owns combat permissions.
- Enable its PvP or friendly-fire setting when available.
- Search safe-zone, godmode, weapon, moderation, and framework scripts for conflicting writes.
- If no setting exists, create a resource with
fxmanifest.luaand a client script. - Call
NetworkSetFriendlyFireOption(true)andSetCanAttackFriendly(PlayerPedId(), true, false)on start and after the framework’s player-load event, or use the documented polling fallback. - Add
ensuretoserver.cfgin the correct dependency order. - Test with two players outside safe zones, in the same routing bucket, without godmode or invincibility.
- Retest after respawn and character load, then verify that protected zones still behave as intended.
- Use OneSync for synchronization requirements, never as a substitute for a PvP rule.
Choosing the maintainable solution
For an RP server with protected areas, jobs, and character states, the framework or zone resource should remain the authority. A standalone loop is appropriate when the server has no existing combat controller and needs a simple global rule, but it carries maintenance work: it may need lifecycle integration after framework updates and can conflict with resources that intentionally protect players.
Do these 3 things before closing this tab:
1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsFor either approach, document which resource owns PvP, which areas are exceptions, and which event re-applies the state after a spawn. That record makes future debugging faster than adding additional loops whenever a player reports that damage has stopped.
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