A realistic flashbang system.
Players now
53
Servers
97
Rating
-
Subscribers
-
6,657 downloads
Busiest servers running it 97 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Rayzi_63
- Version
- 1.0.1
- Size
- 17.1 MB
- Licence
- APL-ND
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 20 Aug 2026
- Updated
- 1 month ago
- Workshop ID
- 6A263A54663F2EDB
Recent adoption
30 days: +193 −144 ↑0
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- + [GK] PvE 1.0.1 14h ago
- − [GK] PvE 1.0.1 16h ago
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Required by
24Often used with
8Version history
2-
v1.0.1 17.1 MB 21 Aug 2026
Fix : -multi-detonation grenades only producing a single detonation in multiplayer -Minor fixes Gameplay : -Tinnitus duration reduced.
-
v1.0.0 17.1 MB 20 Aug 2026
Description from the Workshop
Simulates what a flashbang does to the eyes and ears. System only, grenades come from the companion mods. -Vision: Afterimages are burned onto your retina rather than drawn on the screen, so they follow your eyes and drift with them. Their colour comes from cone bleaching: the three cone types recover at different rates, and the residual hue depends on which one was least affected. Exposure is sampled throughout the flash, so a grenade rolling into view leaves a trail rather than a single blob. Pigment depletion carries over between detonations, so a second flash on a bleached retina hits harder. Partial cover gives partial exposure. -Hearing: Muffling, recruitment, spatial confusion and tinnitus, each with its own recovery time. Tinnitus outlasts the rest by a wide margin, note that it can be turned off in the audio settings. The blast is traced through the geometry. Walls attenuate by their material and their real thickness, so sheet metal lets sound through and concrete does not. Reflections are traced, and a small closed room roughly doubles the dose against open ground. Beyond 24 m in the open a standard charge no longer causes trauma.