> For the complete documentation index, see [llms.txt](https://docs.rainmad.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.rainmad.com/resources/gta-dual-wield-two-handed-weapons.md).

# GTA Dual Wield (Two-Handed Weapons)

**GTA Dual Wield (Two-Handed Weapons)** lets players carry a weapon in each hand and fight with both. Pull them out from an inventory item, aim, and fire each hand independently, 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 the ammo you leave in a gun is still there 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.

It works on QBCore/Qbox and ESX (auto-detected), with bridges for four inventories, five notification systems and three progress bars, so it slots into whatever you already run.

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### Features

**39 ready-made duals:** pistols, revolvers, SMGs, assault rifles, shotguns, machine guns, miniguns and launchers, each with its own magazine size, fire rate, reload time and ammo cap, all editable in one open config file.

**Combined duals:** a different weapon in each hand. Six ship in: RPG + Minigun, Revolver + Sawed-Off, Firework + Grenade Launcher and more. Each side runs completely independent stats, so a 1-round launcher can sit next to a 5000-round minigun without either compromising.

**Two fire modes:** independent, where left click fires the left gun and right click the right, or unified, where left click fires both. Toggle mid-fight with a keybind; the current mode shows on the HUD.

**Persistent per-hand ammo:** ammo is tracked separately for each hand and survives disconnects, restarts and re-equipping. On inventories with metadata it rides on the item itself, so a gun you drop, trade or stash keeps its rounds.

**Smart ammo 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.

**Six animation sets:** relaxed, gangster, braced, machine gun, minigun and shoulder-fired postures, picked per weapon so a dual minigun doesn't stand like a dual pistol. Aim pitch is synced, so other players see exactly where you are pointing.

**Resolution-aware HUD:** a compact ammo counter showing both magazines, reserves and the active fire mode. It scales with the monitor, staying vector-crisp from 1080p to 4K.

**Open where it counts:** the full weapon table, every setting, all item definitions, all bridges and all translations sit outside escrow. Add a weapon, retune a fire rate or wire in your own inventory without touching protected code.

**Support tooling:** a diagnostics command prints a state snapshot for support tickets, and an opt-in debug mode reports what each shot hit and what damage landed, so a bug report takes one message instead of five.

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### Dependencies

`ox_lib`, `oxmysql`, a framework, and an inventory if you want ammo to travel with the item. Full list and version notes on the Installation page.

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### Next steps

* [Installation](https://docs.rainmad.com/resources/dual-gun-wield/installation)
* [Configuration](https://docs.rainmad.com/resources/dual-gun-wield/configuration)
* [Weapons](https://docs.rainmad.com/resources/dual-gun-wield/configuration/weapons)
* [Items](https://docs.rainmad.com/resources/dual-gun-wield/configuration/items)

Running into something odd? [Troubleshooting](https://docs.rainmad.com/resources/gta-dual-wield-two-handed-weapons/reference/troubleshooting) covers the common cases.
