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Combat

From CIT Wiki


Combat

Combat in CIT covers damage, weapons, armor, drugs, hit feedback, and fight rules.

Combat scene inside a warehouse area.
Combat scene inside a warehouse area.
Outdoor CnR combat between players.
Outdoor CnR combat between players.


Combat commands and checks

Command or key Use Notes
/weaponstats Shows current in game weapon stats Use it for damage and clip ammo comparison.
R Reload current weapon Needs spare ammo.
RMB Shoot from a car or bike Also used for drive-by shooting while in a vehicle or on a bike.
F9 Craft combat items Armor, Repair Kits, ammo, throwables, O2 Tank, and weapon mods.
/dropweapon Drop some weapons Works for some items like parachutes and spraycans, not every weapon.

Combat limits to know

  • Players cannot buy health or armor if attacked in the last 5 seconds. Food is not part of this purchase restriction.
  • Players do not lose weapons when they die.
  • Fight locations depend on current role, event, and fight-area rules.
  • Satchels and grenades cannot be thrown by players with ping higher than 400 ms.
  • You need more than 25 FPS to throw satchels.
  • Damage resistance from drugs does not reduce armor loss.

Quick navigation

Looking for Go to Notes
Weapon info Weapons Weapon pages and /weaponstats.
Armor Armor Armor systems and restrictions.
Damage Damage Damage and proof tools.
Events and fighting Criminal Event Public combat systems.
Zombie area Zombie Infested! Zombie fighting area.

Quick checks

Need What to use
Current weapon stats /weaponstats
Damage debug lines /debugplayerdamage
Bullet sync proof /debugbullets
Drug GUI F4
Crafting F9

Main combat facts

Topic Fact Main page
Weapon stats /weaponstats shows damage, accuracy, clip size, range, and move speed. Damage
Headshots Headshots give 20% bonus damage. Damage
Sniper Rifle Sniper Rifles do 70% damage within 5 meters and 85% damage within 10 meters. Weapons
M4 M4 magazine capacity is 70. Weapons
Tec-9 and Uzi Tec-9 and Uzi can be used as dual weapons. Weapons
Drug resistance Damage resistance from drugs does not reduce armor loss. Drugs
Bomb defusal While the bomb puzzle window is open, you only take 5% damage. Bomb Disposal

Drugs used in fights

Players with less than 15 hours of playtime automatically have every drug except Weed active, with effects that do not expire, and receive 15 hits of each drug. To stop the LSD wireframe view of nearby players, use /stopdrug lsd or turn LSD off in F4 / /drugs.

Drug Combat effect
Crack Blocks every 10th shot unless that shot would remove more than 30 HP.
God Gives 15% damage resistance.
Speed Lets you run while being shot and reduces taser duration by 1 second.

Weapons and supplies

Most weapons can be bought from Ammunation. Ammunation sells pistols, SMGs, rifles, shotguns, sniper weapons, heavy weapons, projectiles, armor, and parachutes.

RPG, RPG HS, and grenades can be bought normally. RPG and RPG HS are LV use only. Grenades explode only in LV; outside LV, cops and criminals can still throw them as flashbangs against the other team.

Tool Shops also sell items such as food, parachute, spraycan, bat, cane, shovel, poolcue, golfclub, and dildo.

Debugging fights

Use /debugplayerdamage when you need damage lines showing your side, dealt damage, received damage, and whether damage was blocked.

Use /debugbullets when shots do not show a bullet message. Record a video and post it on the QA board.

Related notes

  • An O2 Tank lets you breathe underwater for 3 minutes. Craft it in F9 with 100 Nitrous and 50 Iron.
  • LV death pickups drop even when the player is not inside a turf.
  • Armor (Kevlar) crafting is 30% faster than regular armor.
  • Rustic Rocket launches the player into the air with nitrous for 2.5 seconds.
  • HS-RPG explosions cannot damage players because it is meant for aircraft.
  • LV DM Zone has top streak or top killer stats, a transport marker, and fast free respawns.
  • A player gets 60 seconds of protection if the attacker became a hit target near them.
  • Players can place up to 12 satchels before detonating them.
  • Fireworks have a 100 meter placement distance limit.
  • A flashbang has 1 flash lasting 10 seconds.
  • If a player suicides within 10 seconds of you harming them, you are classed as the killer.
  • Terminator hit mode has a 10 second cooldown before receiving the 80% less damage bonus.
  • Leaving /hitme <amount> warehouse while not recently hurt auto kills the player to remove the hit.
  • Placing a firework costs 7 explosives, or 1 explosive on New Year's Eve and New Year's Day.
  • Fireworks cannot be placed if there are 5 wanted players within 100 meters.
  • Terminator mode applies to a /hitme amount above $999,999.
  • Unwanted criminals cannot fire Hydra missiles, including heat seeking missiles.
  • F9 Weapon Mods are free, use no resources, and list the available variants.
  • Food does not heal after damage in the last 3 seconds.
  • Food heals 4 HP per 1 second.
  • Crafted armor is received just before movement is restored.
  • To go prone, crouch, then press the walk key while holding a rifle, with default walk key Alt. If you changed the key, check ESC > Settings > Binds.


Related commands

Command Use
/amiviolent Checks if you were violent in the past 5 minutes.
/dropweapon Drops your currently selected droppable weapon, such as Spraycan or Parachute.
/rank Command of the Seasons PvP rank system. Seasons do not have ranks.
/showattacks Opens Attack Information with attackers and time gaps between shots; use Clear Text or Close.

Fire damage equipment

Water Fire Extinguisher is available from /equip. It reduces Molotov fire damage by 75%.

Current Tec-9 damage

The Tec-9 currently deals 5 health per 2 bullets fired. Its /weaponstats row displays 15 damage, 2 accuracy, 100 clip ammo, 35 range, and 1 move speed.

Headshot kill sound

Under /settings > Audio > SOUNDS / MUSIC / AUDIO, set Headshot Kill Sound Volume from 0 to 1. The default is 0.4; 0 disables it. Kill Sound Volume controls the ordinary kill sound and also uses 0 to disable it.

Criminal and Civilian damage

Criminal to Civilian damage is blocked outside Las Venturas and CEM events. This is separate from normal damage rules involving other teams and event dimensions.

Fighting peds

While inside your own group base, your hits on peds do nothing. Driverless vehicles cannot hurt peds. Fists and melee weapons deal about three times normal damage to peds, but a katana hit that would take more than 30 health at once is ignored. Armed peds need line of sight, do not shoot beyond 60 metres, and stop targeting you after death or a change of interior or dimension. They aim where you are running to, so you cannot simply run past them without being shot. Their aim also has some randomness, which lowers their accuracy. They fire about half as many bullets at players with less than about 15 hours of playtime.

Ordinary idle street peds cannot be damaged by Police Service players, on foot or from a vehicle. Civilian Workers, Roleplayers, and Unoccupied players cannot damage them from vehicles, and idle peds do not shoot or attack civilians in vehicles who run them over. Peds in safe zones do not fight back, and friendly mission peds cannot be hurt. Gun hits through walls or fences do not count. Police and security peds target wanted Criminals or Gangsters within 15 metres.

High ping damage adjustment

Damage adjustment compares the pings of both players instead of using permanent absolute high ping tiers. If both players have the same high ping, neither receives a bonus or penalty from that comparison. The exact current formula and thresholds are not published.

Current combat controls and restrictions

  • Only police can use tear gas. Other teams see Teargas can only be used by police.
  • Firing weapons is disabled for Unoccupied players.
  • You can press R to reload while you keep the aim key held down. You need spare ammo.
  • Tear gas cannot be thrown indoors.
  • Desert Eagle cannot be used for drive by shooting.
  • Colt 45 can be used as a dual weapon.
  • Tec-9 hits do not stop a player from sprinting.
  • Going prone is blocked for 2 seconds after being shot.
  • If your connection is interrupted during recent combat, you are killed and the last player who damaged you receives the kill. Packet loss over 20% can trigger this automatic kill.
  • Punching a forbidden target removes 10 of your own health. Punching also uses food.
  • Police peds shoot wanted criminals, and wanted criminals can kill those peds.
  • A normal kill gives 25 health, a headshot gives 32, and a long range kill gives 37. Terminator hit targets do not receive this health.
  • A Terminator hit target cannot sprint.
  • Armed vehicles cannot fire inside the LV DM Zone.
  • Damage is blocked across the Las Venturas boundary in both directions.
  • Criminals can damage standing peds without a 24 hour playtime requirement.

Limited mode

A high ping player placed in limited mode can still fight, but cannot move while aiming or shooting. The player tag shows [Lagger].

High packet loss can also set you as a lagger. Chat identifies high ping or packet loss and says You are no longer set as a lagger. when it ends.

When ping exceeds 900 ms, all controls are disabled until it drops below that level.

When shots do not deal damage

  • Outside Las Venturas and CEM events, Criminals cannot damage or kill Civilians.
  • Wanted players cannot be damaged inside a Protected Area, such as a hospital, the LSPD yard, Villa spawn, or prison release.
  • Gangsters and APBs cannot damage each other outside LV. In LV you can damage everyone, including players on your own team or in your group.
  • Players idle for more than 50 seconds do not take damage from hit targets.
  • God and some vehicles provide damage resistance, so hits can do less damage than expected.

Use /debugplayerdamage and /debugbullets when recording a reproducible damage problem for the Quality Assurance board.

Automatic aiming and weapon keys

Under /settings > General > WEAPONS SETTINGS:

  • Enable Weapon Binds enables weapon selection using slot keys configured under Weapon Binds in the Binds tab, not only number keys. It works with either the old or New HUD and defaults to Yes.
  • Automatically shoot and aim makes the selected mouse button start aiming and shooting. Choose LMB for the left mouse button, RMB for the right mouse button, or Disabled to turn it off. The default is LMB.

Weapon slots and kill rewards

Set Enable Weapon Binds to Yes and check the named weapon slots in /sbinds. Press the assigned slot key to switch; slots assigned to the same key cycle when that key is pressed. For example, Handguns and SMGs both default to 2 even though they are separate slots. You need at least 1 ammo for the firearm you are switching to, so buy or craft its ammo if needed.

Kill rewards depend on your side:

  • Ordinary cops get kill arrest money from killing or jailing wanted criminals. The payout depends on wanted points, danger level, police level, assists, taser split, VIP, and Double Earnings; bounty or hit money is separate. GIU is reported to get reduced police payments, but the exact multiplier and conditions are not established. GIU cannot arrest or interact with wanted suspects.
  • Criminals get RP for killing cops based on wanted stars.
  • Gangsters do not get normal money just for killing; they mainly make money from turfing, Briefcases, and gangster activities. Unwanted gangsters get no RP for killing GIU.

GIU and unwanted gangsters

In Armed Robberies and riots, GIU officers and unwanted gangsters cannot hurt each other, but can damage each other's vehicles.

See also