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Bring exciting competitive paintball gameplay to your FiveM server with this fully-featured team arena system. Players create custom lobbies for up to 20 participants, choose red or blue teams, and compete in fast-paced elimination rounds where strategy and aim determine victory. This isn't just a simple shooting gallery - it's a complete competitive minigame with lobby systems, team balancing, outfit customization, instancing for multiple simultaneous matches, and spectator-friendly mechanics that work perfectly for server events and player entertainment.
You're getting a turnkey paintball arena system with complete lobby management, team selection interfaces, automatic outfit swapping with original clothing preservation, instanced match handling for concurrent games, elimination tracking with round-based scoring, and post-match statistics. The script is open source with no IP lock, giving you full control to customize gameplay mechanics, arena locations, team sizes, and visual elements.
The plasma weapon mechanics feature slow-moving luminous projectiles that players can actually dodge with good reaction time, creating skillful gameplay rather than hitscan instant-hits. Combined with one-shot eliminations and friendly fire penalties, matches reward accuracy and teamwork over spray-and-pray tactics.
Flexible Lobby System - Match creators define team sizes from 1v1 to 10v10, configure total rounds from 1 to 5, and start matches manually for uneven team sizes or automatically when all slots fill. This flexibility supports everything from quick 1v1 duels to massive 10v10 team battles, casual friendly matches to competitive tournaments.
Instance-Based Matches - Multiple lobbies can run simultaneously without interference. While one group plays a 5v5 match, another lobby can host a 3v3 game, and a third can run a 1v1 tournament - all happening at the same time in separate instances. Players in the arena don't see or interact with other ongoing matches, preventing disruption and allowing your server to host multiple events concurrently.
Team Selection & Balance - Players joining a lobby choose between red team and blue team, with visual indicators showing current team populations to encourage balanced matches. If teams are uneven, the lobby creator can start anyway (allowing 3v2 or other imbalanced setups for challenges) or wait for slots to fill for fair competition.
When players join a team, the script automatically saves their current clothing (every piece - shirt, pants, shoes, accessories) and applies a team-specific paintball outfit. Blue team members receive blue paintball gear including jacket, pants, protective shoes, and one of two randomly selected masks. Red team gets the same setup in red coloring.
This outfit swapping happens instantly and invisibly - players don't need to manually change clothes or worry about saving outfits. When the match ends (whether by completion, disconnection, or forfeit), the script automatically restores every player's original clothing exactly as it was before joining. No outfit lost, no manual restoration needed.
One-Shot Elimination System - Hit an opponent once with a plasma ball and they're eliminated from the current round. No health bars, no armor, no second chances - every shot counts. This creates high-stakes gameplay where positioning, cover usage, and aim accuracy determine survival.
Friendly Fire Penalty - Accidentally shoot a teammate and you'll eliminate them from the round AND award the opposing team a point. This mechanic punishes reckless spray fire and rewards careful aim. Teams must communicate and coordinate positioning to avoid crossfire incidents that cost rounds.
Dodge-able Projectiles - Unlike instant-hit hitscan weapons, plasma balls travel slowly enough that alert players can sidestep or dodge incoming shots. This creates dynamic firefights where movement and reflexes matter as much as aim. Skilled players can weave through projectile storms, while predictable movement patterns get punished.
Matches consist of multiple rounds (configured by lobby creator: 1-5 rounds). Each round continues until one team has eliminated all opponents. The team with surviving players wins that round and earns a point. First team to win the majority of rounds (best-of-3, best-of-5, etc.) wins the overall match.
Between rounds, eliminated players respawn and teams reset positions. This prevents snowballing and gives losing teams a chance to adapt strategy. Close 2-2 matches with everything riding on the final round create incredible tension and memorable moments.
If a player crashes or intentionally leaves during a match, the game continues without them. Their slot isn't filled, but remaining teammates can still compete. This prevents matches from collapsing because one player had connection issues.
However, if the match becomes a 1v0 (one player left on one team with zero on the other due to disconnects), the script automatically ends the match and teleports remaining players out. This prevents people from being stuck in lobbies waiting for opponents who won't return.
Being open source means you can modify everything: change arena locations to custom interiors or outdoor areas, adjust plasma ball speed and visual effects, modify team outfit colors and styles, change player counts beyond 10v10 limits, add spectator modes for eliminated players, implement ELO or ranking systems, create multiple arenas with different themes, add weapon variety (multiple paintball gun types), and integrate rewards for match victories.
However, note that developer support only covers the default unmodified version. If you customize the script and encounter issues, you'll need to troubleshoot independently or hire a developer familiar with your modifications.
The flexible lobby system makes this perfect for organized tournaments. Run bracket-style competitions with multiple matches happening simultaneously, host weekly paintball leagues with standings and prizes, create special events with modified rules (melee only, 1v1 elimination brackets), or use it as a tiebreaker minigame for RP court cases or faction disputes.
Streamers and content creators can use the spectator-friendly rounds system to cast matches. The clear team colors (blue vs red), elimination notifications, and round-based structure make it easy for audiences to follow action and understand who's winning.
The one-shot elimination and friendly fire penalty create natural skill-based balance. Unlike games where gear or levels determine outcomes, everyone has identical paintball guns and one hit point. Victory comes from aim skill, positioning, team coordination, and strategy - not time invested or money spent.
The dodge-able projectile system adds a skill ceiling that separates good players from great players. Beginners can participate and occasionally get lucky hits, but experienced players who master movement and aim will consistently outperform them, creating room for competitive depth.
Most FiveM minigame scripts are basic implementations with limited features. Plasma Game includes genuine competitive depth: the lobby system with custom team sizes, instance-based matchmaking for concurrent games, automatic outfit handling that preserves player clothing, friendly fire penalties that punish careless play, dodge-able projectiles rewarding skill, and disconnect handling that keeps matches playable.
The open-source nature with no IP lock is particularly valuable. You own the script outright and can modify it freely. Want to add weapon variety, create custom arenas, or integrate it with your economy for entry fees and prize pools? Go ahead - the code is yours to modify. Just don't expect developer support for customized versions.
Being framework-agnostic (standalone) means this works on any server regardless of whether you run ESX, QBCore, or custom frameworks. No dependency conflicts, no framework version compatibility issues - just install and play.
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