☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS ☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS ☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS ☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS ☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS ☀️ SUMMER SALE IS LIVE – DON’T MISS OUT! (Code: MAD30) | 🌴 EXTRA %30-OFF FOR ALL SCRIPTS
PACKAGE
QBCORE QBOX ESX

GTA Dual Wield (Two-Handed Weapons)

58.49 44.99 EUR
GTA Dual Wield (Two-Handed Weapons)
DETAILS
SAVE 30.00%

Dual Wield

Two weapons, one in each hand. Independent magazines, independent fire rates, persistent ammo.

Preview

Pull a dual gun out of your inventory and your character carries a weapon in each hand. Aim, then fire each hand on its own trigger, or switch to unified mode and empty both at once. Every hand keeps its own magazine, its own fire rate and its own reload, and whatever you leave in a gun is still there the next time you take it out.

39 dual weapons ship in, from twin pistols to an RPG in one hand and a minigun in the other.


The Guns

39 ready-made duals covering every weapon family in the game. Pistols, revolvers, SMGs, assault rifles, shotguns, machine guns, miniguns and launchers.

Each one carries its own numbers, and all of them sit in a single open config file:

  • Magazine size: rounds per hand before a reload triggers

  • Ammo cap: how much that hand can carry in total

  • Fire rate: minimum time between shots on that hand

  • Reload time: how long the reload animation locks the player

  • Animation set: which posture the weapon uses

Adding your own weapon is one config entry plus one inventory item. No client edits, no restart of anything but the resource.


Combined Duals

A different weapon in each hand, with each side running completely independent stats. Six ship in:

  • Chaos: RPG + Minigun

  • Desperado: Revolver + Sawed-Off Shotgun

  • Pyro: Firework Launcher + Grenade Launcher

  • Breacher: SMG + Pump Shotgun

  • Micro Assault: Micro SMG + Assault Rifle

  • Classic Akimbo: AP Pistol + Micro SMG

A 1-round launcher sits next to a 5000-round minigun without either one compromising. The launcher reloads on its own timer while the minigun keeps firing, and the HUD tracks both sides separately.


Fire Modes

Two modes, toggled with a keybind mid-fight. The active mode shows on the HUD.

  • Independent: left click fires the left gun, right click fires the right. Each hand runs its own timer, which is what you want on combined duals where the two sides behave nothing alike.

  • Unified: left click fires both at once, right click aims only. Simpler, and closer to how dual wielding usually feels.


Ammo That Sticks

Ammo is tracked separately for each hand and survives disconnects, restarts and re-equipping.

On inventories with metadata support it rides on the item itself, so a gun you drop, trade or stash keeps its rounds. Without metadata it falls back to a database table and binds to the player instead. Either way it is handled automatically, and the resource tells you which mode it resolved to on startup.

  • Smart loading: using an ammo item splits the stack evenly between both hands, caps each side at its own limit, redistributes the surplus when one hand fills early, and consumes only the rounds that actually went in. Load 100 rounds into a gun that only has room for 60 and you keep the other 40.

  • Automatic reload: when a magazine runs dry the reload animation plays and both hands top up from their reserves, so you never reload twice in a row.


Animations

Six animation sets, picked per weapon so a dual minigun does not stand like a dual pistol.

Relaxed two-hand, sideways gangster hold, braced long-gun, machine gun, minigun and shoulder-fired. Aim pitch is synced across the server, so other players see exactly where you are pointing, not a generic idle pose.


Thanks to custom animations by your dearest WolfFire.


The HUD

A compact counter showing both magazines, both reserves and the active fire mode.

It scales with the monitor instead of being locked to a pixel size, so it stays sharp and correctly proportioned from 1080p all the way to 4K.

image


Open Where It Counts

The full weapon table, every setting, all item definitions, every bridge and all translations sit outside escrow.

Retune a fire rate, add a weapon, change the ammo split, wire in an inventory nobody has written a bridge for yet, or translate the whole thing. None of it needs protected code.


Framework & Compatibility

Auto-detected on start, with a manual override for every one of them.

  • Frameworks: QBCore, Qbox, ESX

  • Inventories: ox_inventory, qb-inventory, ak47_inventory, origen_inventory

  • Notifications: ox_lib, QB, ESX, okokNotify, ps-ui

  • Progress bars: ox_lib, QB, ESX

Writing a bridge for something not on this list is a single file in an open folder.


Support Tooling

Two things that turn a support ticket into one message instead of five.

  • Diagnostics command: prints a full state snapshot to the console. Have the player run it and paste the output.

  • Debug mode: an opt-in config flag that reports what each shot hit and what damage actually landed, on both the shooter’s and the target’s client.