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Overview

Everything below is exposed through a single global table, Asterion, that is injected into every script you run through the Asterion console. Standard FiveM natives (PlayerPedId, SetEntityHealth, GetPlayerPed, …) are available too.

-- the whole API hangs off one global
Asterion.SendDamage({ player = 3, damage = 100.0 })

Conventions

  • Table arguments. Functions like SendDamage take a single Lua table. Every field is optional and falls back to the default in the reference — pass only what you need.
  • Code as strings. The threading and injection functions take Lua (or JS) as a string, usually written with a [[ long bracket ]]. That string runs in a different context (a thread, another resource, the isolated runtime), so locals from your outer script are not visible inside it.
  • Handles vs slots. Combat functions accept either a server player slot (player = 3) or an entity handle (entity = GetPlayerPed(3)).

The API at a glance

Function Group Purpose
SendDamage Combat Damage one player/entity.
SendDamageAll Combat Damage everyone in range.
Thread Threads Start a repeating background loop.
StopThread Threads Stop one loop, or all.
Isolated Injection Run code in the FiveM isolated runtime.
InjectResource Injection Run code inside a resource's environment.
InjectResource2 Injection Same, directly in the resource _ENV.
InjectThread Injection Add a Citizen thread to a resource.
HijackResource Injection Replace a resource's next tick.
InjectJS Injection Run JavaScript in a resource's NUI.

Weapon hashes

Anywhere a weapon hash is expected you can pass a raw hash (0xBFEFFF6D) or compute one at runtime with GetHashKey("WEAPON_PISTOL").