Omniscye-PropHunt icon

PropHunt

PropHunt (BETA RELEASE) - Hide as Valuables, hunt the fakes. Multiplayer gamemode.

Last updated a day ago
Total downloads 322
Total rating 2 
Categories Mods Server-side
Dependency string Omniscye-PropHunt-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

PROP HUNT (BETA RELEASE)

Prop Hunt

PropHunt Beta Release. Hide as Valuables, hunt the fakes, repeat.

How to Play (For Players)

  • One Hunter, the rest are Hiders.
  • As a Hider, aim at a Valuable and press V to disguise. Press V again to clear your disguise.
  • Press C to switch between first person and third person view. This is local only and will not break your disguise.
  • As the Hunter, use Right Mouse (RMB) to scan a suspected Hider. If you hit them, they’re eliminated. If you miss, you lose 5 HP.
  • Hiders sometimes see a faint light while moving in the dark — this is local only, the Hunter does not see it.
  • You can edit the CONFIGs in your mod manager to set some things how you like!

Round flow

  1. Pre-hide phase (30 seconds)

    • Hiders pick a prop to disguise as.
    • The Hunter is locked in place.
    • Everyone’s health is topped up.
  2. Active round (5 minutes)

    • Hunter scans with RMB.
    • Misses cost HP.
  3. Win conditions

    • All Hiders dead = Hunter wins.
    • Hunter dead or timer runs out = Hiders win.
  4. Next round

    • Short banner, reload scene, rotate Hunter.

Content and maps

  • Hiders can disguise as any Valuable — vanilla or modded.
  • Works on all vanilla and modded maps.
  • Enemy spawns are disabled in Prop Hunt mode.
  • Levels are loaded with maximum Valuables for disguise variety.

Technical Notes (For Modders/Devs)

This section is only for those who want to know how it works under the hood. Players don’t need to read this part.

Networking & Roles

  • Roles and state are synced with Photon room properties:
    • PH_Active, PH_Hunter (actor number), PH_PropVID per player.
  • Master client rotates the Hunter each round.

Pre-hide & Round logic

  • Waits for Main gameplay and avatars before arming pre-hide.
  • Timer starts only after pre-hide ends.
  • Hunter input and speed are clamped during pre-hide.

Disguise System

  • On V, the PhotonViewID of the targeted Valuable is cached and synced.
  • Each client locally clones the prop’s renderers onto the Hider and shrinks the rig to near-invisible size.
  • No colliders/rigidbodies cloned. RPCs buffered so late joiners see disguises.

Flashlight Handling

  • While disguised, crouch is spoofed during OnPhotonSerializeView writes so remotes never see your flashlight.
  • The small glow seen while moving is client-side only.

Camera Toggle

  • Simple local offset around the player’s original view.
  • Does not affect network or disguise state.

Hunter Gun

  • Active only while the round is live.
  • Ray up to ~60m, eliminates on hit.
  • Misses cost HP.

Health Fairness

  • Host heals players during and after pre-hide.
  • Late joiners are topped up when avatars spawn.

Round End

  • Winner is broadcast, banner displayed, scene reloads, Hunter rotates.

Default Balance Values

  • PreHideSeconds = 30
  • HunterLockSeconds = 30
  • RoundSeconds = 300
  • GunRangeMeters ≈ 60
  • GunCooldown ≈ 0.18s
  • MissPenaltyHP = 5

Known Quirks

  • Late joining is supported, but disguises may be delayed until your avatar finishes spawning.

Credits

Created by Omniscye & OrigamiCoder If you like it, toss a coffee: https://ko-fi.com/omniscye