Prop Hunt - Game

Prop Hunt - Game

£30.00

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Prop Hunt Minigame

Clip 1: https://medal.tv/games/red-dead-2/clips/lhMeIOVh3VsOHIQ7o?invite=cr-MSxhMFgsMTkxMDIwMzU5&v=36
Clip 2 : https://medal.tv/games/red-dead-2/clips/lhuK5Pk8Zwd-bOSFt?invite=cr-MSxGa3gsMTkxMDIwMzU5&v=24

Config and HTML - Unencrypted (locales will follow in update)

Sample Props are Added, Ad as many as you want to the Config / Images Folder

Game Description: 

Overview: Prop Hunt is a multiplayer hide-and-seek minigame inspired by classic modes in games like Garry's Mod, adapted here for RedM (Red Dead Redemption 2 multiplayer framework using Lua scripting). Players are divided into two teams: Props (hiders who disguise themselves as inanimate objects) and Hunters (seekers who hunt them down). The game emphasizes stealth, strategy, and environmental blending in open-world locations like towns in the RDR2 map. It's designed for 2+ players, with proximity-based invites, teleportation to custom locations, and boundary enforcement to keep action contained. Rounds last up to 5 minutes (configurable), with a 30-second hiding phase where hunters are blinded. Props win by surviving until time runs out; hunters win by eliminating all props via damage (shooting or melee).


Core Rules and Objectives:

  • Roles:
    • Hunter(s): Start with one (the game initiator), who can convert eliminated props into additional hunters (though not explicitly implemented in this script variant). Hunters search and attack suspicious objects. They get notifications and a black screen during the hiding phase.
    • Props: Everyone else. They select from a curated list of objects (e.g., barrels, crates, chairs) to transform into, becoming invisible players attached to a prop model. Props must hide within a defined game area and avoid detection/damage.
  • Winning Conditions:
    • Hunters win if all props are found/eliminated or if time expires with no props left.
    • Props win if at least one survives the round timer.
    • Game ends early if players leave the boundary, all props are found, or via admin force-end.
  • Key Mechanics:
    • Hiding Phase: 30 seconds for props to choose and position; hunters see a black overlay and get countdown alerts.
    • Transformation: Props become objects with physics (collidable, damageable). Player model hides, prop attaches to their position with a Z-offset to avoid floating/sinking.
    • Detection: Hunters damage props via shots/melee; a 500ms grace period post-transformation prevents instant hits. Damage events trigger elimination.
    • Boundary System: Game area is a radius (e.g., 200m) around the average start position or selected location. Warnings at 45m from edge; exiting auto-eliminates and cleans up state.
    • Visibility Management: Props' player models are hidden server-side (broadcast to others). Resets ensure no lingering invisibility bugs between rounds/roles.
    • Invites and Participation: Proximity-based (50m) invites with UI dialogs. Accepts teleport players to spread-out spots in the chosen location.
    • Cleanup and Resets: Aggressive prop deletion, skin reloading, and visibility enforcement fix common RDR2 glitches (e.g., invisible players after role switches).



Requirements

- RedM (rdr3)

- rsg-core

- ox_lib (ensure it’s started and that you have @ox_lib/init.lua available)


Install

1) Copy the rsg-prophunt folder into your server resources.

2) Ensure dependencies load first, then this resource. In server.cfg:

   ensure ox_lib

   ensure rsg-core

   ensure rsg-prophunt


Config

- Edit config.lua:

  - Config.RoundTime: round duration in seconds (default 180)

  - Config.InviteTimeout: seconds before an invite expires (default 30)

  - Config.MinParticipants: minimum participants required to start (including the hunted) (default 2)

  - Config.RequireHuntedAccept: whether the hunted must explicitly accept if selected by someone else (default true)

  - Config.Props: list of RedM prop model names. Examples are provided.


Commands

- /ph_start

  - Opens a location selection menu. Choose a location from the visual grid, then invites are sent to nearby players.

  - All participants are teleported to the selected location when the game starts.

  - All players get an accept/decline dialog via HTML UI showing the selected location.

- /ph_cancel

  - Cancels the active invite (host only).

- /ph_end

  - Forces the current round to end.

- /ph_menu

  - Client-side convenience: hunted player can reopen the prop selection menu.

- /ph_accept and /ph_decline

  - Fallback commands to accept or decline the current invite if the dialog was missed.