Skip to content

Explosive Devices - Biohazard & Infection

A biohazard payload can release one of three agents: the default pathogen, CS Gas, or KOG-23 Knockout Gas. The server chooses the agent in config_payloads.lua; players do not select it when they attach the payload.

This guide describes the configured effects and progression stages. Server owners can change every value in config_infections.lua.

An alive, unprotected player who remains in the pathogen area for the configured exposure dwell receives one infection attempt from that detonation zone. A successful attempt assigns one randomly weighted strain. A player can only carry one strain at a time.

Strains marked infectious can spread from an unstabilised carrier to an uninfected player after the configured proximity dwell. Each carrier and target pair then observes the configured transmission cooldown. Dead players, protected players, and stabilised carriers do not participate in transmission.

The progression clock follows the configured mode. A wall clock continues advancing while a character is offline when their framework persists infection state; an online clock counts connected play time.

At a configured hospital, target a nearby patient and choose Stabilize infection or Cure infection. Treatment takes 15 seconds and can be cancelled. A cure consumes the patient’s antidote first, then the caregiver’s if the patient does not have one.

An infected player can also use an antidote directly from their inventory. This runs the same 15-second treatment and consumes the item only when the server accepts the cure. Cancelling treatment, using it while uninfected, or failing validation does not consume the antidote.

If your server enables the acquisition loop, a configured intel dealer offers Buy Antidote Intel. Buying it sends you to an antidote stash; claim the stash to receive one antidote. Like bomb intel, you can only hold one active stash lead at a time.

An arrow shows when the next stage begins. The last listed stage continues indefinitely.

StrainSpreadProgression and effects
NSV-14 Neurospasm
Infectious / Neurological
InfectiousOnset: spasms and stumbling.
Acute: adds falls and short control loss.
Critical: spasms, falls, and control loss continue. These episodes can ragdoll the player or briefly block movement, aiming, and attacks while walking or driving.
DBV-09 Dormant Bloom
Highly Infectious / Dormant
Infectious while dormantDormant: no visible symptoms, but the carrier can spread it.
Bloom: begins according to the configured time or population trigger. It causes stamina loss, blurred vision, coughing, and collapse.
BLV-22 Blackout
Infectious / Cognitive
InfectiousOnset: blurred vision and muffled audio.
Acute: adds blackouts and collapse.
Critical: blackouts and collapses continue. A blackout covers the screen, muffles sound, and drops the player briefly.
MDV-06 Motor Drift
Motor Control
Not infectiousOnset and acute: steering can pull left or right for a configured duration. It affects the driver of an eligible road vehicle travelling above the configured speed threshold; excluded vehicle classes remain unaffected.
RPV-11 Rage Pulse
Infectious / Aggressive
InfectiousOnset: red screen pulses, aim shake, and recurring stress.
Acute: the player is forced to punch regardless of their selected weapon, even when no nearby target is available.
GLV-18 Glass Lung
Infectious / Respiratory
InfectiousOnset: coughing, stamina loss, and slower sprinting.
Acute: adds heavy breathing.
Critical: coughing and stamina loss continue, sprinting is blocked, and breathing-related collapse can occur.
SWV-04 Sleepwalker
Dissociative
Not infectiousOnset: blurred vision and a brief freeze.
Acute: adds an uncontrolled forward walk and collapse. Forward-walk episodes temporarily drive the local player’s movement instead of accepting normal movement input.
EFV-31 Echo Fever
Hallucinogenic
Not infectiousOnset: distorted vision and fake footsteps.
Acute: adds heartbeat episodes. The shipped defaults include the footstep and heartbeat audio files, and the server owner can replace or disable them.
ABV-16 Ashblood
Infectious / Degenerative
InfectiousOnset: recurring stamina loss.
Weakened: adds slower movement.
Critical: adds collapse.
CSV-12 Crowdseed
Highly Infectious / Proximity-Based
Infectious; can become lethalOnset: mild crowd sensitivity.
Acute: symptoms grow stronger around other Crowdseed patients and can become fatal in a large group.
DCV-03 Dead Calm
Infectious / Silent Killer
Infectious; critical stage can be lethalSilent: quietly drains stamina.
Serious: stronger stamina loss, blurred vision, and recurring health loss.
Critical: health loss and collapse continue, and the health loss can kill.
PBV-19 Panic Bloom
Infectious / Psychological
InfectiousOnset: tunnel vision and recurring stress.
Acute: intensifies the tunnel vision and adds sprint cancellation and stumbling.
HSV-40 Hive Signal
Highly Infectious / Linked Infection
Infectious; separation can be lethalThe lowest active HSV-40 player server ID becomes Patient X. Linked players receive a shared heartbeat pulse and must remain within the configured link radius of Patient X. A separated member gets blur and shaking immediately; after the configured separation grace period, recurring damage begins and can kill. If Patient X dies or disconnects, the role transfers to the next active infected player in numerical server-ID order.

Crowdseed gets worse when infected people gather. Other Crowdseed patients within the configured effect range count toward the effect; other strains do not.

Nearby infected peopleEffect
1Stamina drains.
2Stamina drains and vision blurs.
4 or moreStamina drains, vision blurs, and health drops every few seconds. This can be fatal.

The initial stage lasts for the configured duration. After that, the infection continues until it is cleared. Symptoms ease when the infected group spreads out.

Crowdseed can spread to someone within the configured transmission range after the configured dwell time together. Each attempt uses the configured chance of success; if it fails, another attempt follows after the configured cooldown.

Lethal behavior depends on the server’s allowLethalSymptoms setting. When it is disabled, infection damage cannot reduce a player below 1 health.

The shipped defaults include gendered cough and breathing files plus footsteps and heartbeat files. Cough animations, visual effects, movement effects, blackouts, and audio muffling still work alongside those one-shots. Server owners can replace or disable each configured audio file, and active infection one-shots stop when the player recovers or dies.

CS is a non-persistent crowd-control agent. It does not assign a strain and cannot spread between players.

While an unprotected player is inside the cloud, it causes severe eye irritation, blurred and hazy vision, and a recurring cough. After leaving, the lighter blur and haze can remain for the configured recovery period. CS does not apply the pathogen agent’s normal biohazard damage or status drain.

KOG-23 is a non-persistent cognitive agent. It does not assign a strain and cannot spread between players.

An unprotected player who remains in the cloud for the configured dwell time blacks out and collapses for the configured knockout duration. After the knockout, post-wake blur and the recovery lock use their configured durations, as does the server exposure cooldown. KOG does not apply the pathogen agent’s normal biohazard damage or status drain.

Protective equipment must be verified by the server to prevent pathogen infection or KOG knockout. A cosmetic clothing profile checked only on the client is not enough for either. CS irritation and coughing use client-recognised protection because they are local effects.

QBCore, QBox, and ESX save infection state in character metadata. With ox_core, the full infection system still works, but state exists only in server memory and is cleared when the player disconnects or the resource/server restarts.

For server configuration, medical integration, debugging, and the diagnosis export, see the Explosive Devices Setup.