gamemodes

Halloween The Game (FiveM Version)

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Halloween The Game (FiveM Version)

Overview

# Halloween The Game

A standalone FiveM gamemode: one random player becomes a horror-movie killer

(The Shape / Michael Myers by default, or any killer they picked) and hunts the

rest, who must survive until time runs out. No ESX/QBCore/database required.

## Install

1. Copy this whole folder into your server's `resources` directory (folder name

   becomes the resource name, e.g. `resources/halloweengamemode`).

2. Add `ensure halloweengamemode` to your `server.cfg`.

3. Make sure OneSync is enabled - it's the modern default and is required for

   the payphone -> cop response to spawn peds server-side

   (`server/cops/cops.lua`).

4. Start the server. Players connect through the custom loading screen straight

   into the main menu.

The resource streams custom addon peds and weapons (`stream/`, `data/`), so

first-time connections download roughly 10 MB.

## Configuring it for your map

The lobby, weapon pickups and payphones are placeholders around Paleto Bay.

To build your own:

1. Connect to your server and walk to the spot you want.

2. Run `/hwgcoords` in chat - it prints a ready-to-paste `vector4(x, y, z, heading)`

   to both the chat box and your F8 console.

3. Paste it into the relevant config table (lobby spawn, weapon pickups,

   payphones).

In-round spawns need no setup: survivors and the killer land at a random valid

point inside `Config.MapSpawnBounds`, safety-checked on the client (ground

height, not water).

Everything tunable lives in `config/`:

| File | What it controls |

| --- | --- |

| `config.lua` | Lobby size, countdown and round timers, survivor health, sprint stamina, lobby spawn, map spawn bounds, night-storm weather and blackout, dumpster hiding spots, character-editor camera. |

| `config_outfits.lua` | The survivor look editor: which clothing/prop slots exist and the two base models (male / female). |

| `config_myers.lua` | The killer roster (`Config.MyersModels`, `Config.SpecialModels`), each with its own `stats` (health, sense, burst, revives, weapon pool, unique abilities) and stalk music. Also stalk range/threshold. |

| `config_weapons.lua` | Survivor and killer weapon pools, spawn counts and respawn time. |

| `config_payphones.lua` | Payphone locations, the scripted cop response and cop-revive rules. |

| `config_bots.lua` | Models used for AI bot survivors. |

| `config_npcs.lua` | Ambient civilian density, kill detection and weapon-drop chance. |

| `config_xp.lua` | XP awarded for kills, pickups, surviving and killer takedowns; leaderboard size. |

## Controls

All keys are bound with FiveM key mappings, so players can rebind them in

**Settings > Key Bindings > FiveM**.

| Key | Who | Action |

| --- | --- | --- |

| `E` | Everyone | Pick up a nearby weapon, call the police from a nearby payphone, or climb into/out of a nearby dumpster to hide (survivors). The killer presses `E` to check a dumpster - occupied or not, he has to check each one to find out. |

| `TAB` | Everyone | Open/close the inventory (the only way to switch weapons - the default GTA weapon wheel is disabled). |

| `C` | Killer | Survivor Sense - briefly reveals nearby survivors. |

| `X` | Killer | Burst of Speed. |

| `Z` / `V` | Killer | Ability 1 / Ability 2 (killer-specific, see below). |

| `G` | Killer | Get back up after being knocked down, while revives remain. |

| `Left` / `Right` | Dead players | Cycle who you're spectating. |

## How a round works

  1. **Main menu** - the loading screen hands off into the main menu. From there

   players can open the **Leaderboard** (top killers and top survivors, ranked

   separately) or click **Join Lobby**.

  1. **Lobby + look editor** - on arrival you're teleported to the lobby and the

   **Choose Your Look** editor opens immediately. *Survivor Look* is a live,

   per-slot clothing editor (male/female, hat, glasses, shirt, pants, shoes...)

   applied straight to your own ped. *Killer Look* lets you pick which killer

   you'll be if chosen, and which of their unlocked starting weapons to carry.

   Everything is saved the moment you change it. Press **Ready** to confirm;

   the round won't start until everyone in the lobby has done so.

  1. **Countdown** - once enough players are ready a countdown starts. If fewer

   than `Config.MaxRoundPlayers` real players joined, AI bot survivors pad the

   roster (`Config.PlayersNotMaxUseNPCS`) - they wander, flee the killer, and

   fight back if armed, and the killer has to kill them too.

  1. **The hunt** - everyone is teleported in and one random real player is

   privately made the killer; nobody else is told who. Survivors and the killer

   each have their own pool of findable weapons scattered around the map. GTA's

   ambient civilians are forced on and killable by anyone, and any kill has a

   chance to make the victim drop a weapon from the killer's own pool.

   Survivors can hide in dumpsters or call a small, temporary police response

   from a payphone; GTA's normal wanted system is fully disabled. The whole

   round plays out under a permanent night thunderstorm with all artificial

   lights blacked out.

  1. **End** - the round ends when every survivor is dead (killer wins), the

   killer is killed or disconnects, or the round timer runs out (survivors

   win). Dead players spectate the rest of the round and can't hear or be heard

   by the living. Everyone lands back in the lobby afterwards, and anyone who

   queued while the lobby/round was full is promoted in.

## Killers

Every killer is a full custom addon ped with its own stats, so each can be

retuned independently in `config_myers.lua`. All of them are one-hit-kill,

have Sense and Burst of Speed, and get revives. Some have extra abilities:

  • **The Shape (Mask)** - cannot sprint. *Stalk* (`Z`): briefly undetectable by

  the stalk-music proximity check. *Unstoppable* (`V`): briefly fully

  damage-immune. Plays stalk music when he lingers near a survivor.

  • **Jason Voorhees** - *Shift* (`Z`): short dash in the direction he's facing.

  *Rage* (`V`): temporary speed boost and damage immunity. Plays stalk music,

  and a random theme sting that only he can hear.

- **Chucky, Art the Clown, Freddy Krueger, Leatherface, Ghostface, Ghostface

  (BOCW)** - the shared killer kit.

## Progression and saves

Per-player stats (rounds played, times survived/died, killer rounds/kills,

last look, last killer model and weapon, killer and survivor XP) are saved to

`halloweensaves/players.json`, keyed by license identifier. XP feeds the

leaderboard and unlocks the extra starting weapons in the killer picker

(`unlockXp` in `config_weapons.lua`).