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Prop Hunt (by olavim) 

for CSGO


The game begins with a countdown: Counter-Terrorists, the seekers, are blinded and cannot move. During this time Terrorists, the hiders,
choose a world model and try to hide themselves amongst the rubble of de_dust2 the map being played.

Once the countdown is over, the seekers try to find and kill the hiders. Much like regular old hide and seek from our youth,
if not for all the ungodly transforming into toilets and murdering.


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  • Here on/off means a variable accepts the values 1 (on) and 0 (off).
  • The notation 0+ means a variable accepts integer values greater than or equal to 0, such as 0, 1, 255…
  • The notation 0.0+ again means a variable accepts floating point values greater than or equal to 0, such as 0, 0.5, 1, 19.24…
  • 0-2 means a variable accepts integer numbers greater than or equal to 0, and smaller than or equal to 2, namely 0, 1 and 2.
  • String means a variable accepts strings.
  • Any additional terminological magic you might encounter below should be possible to be deduced from the rules above.


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not in any release, but included in latest commit:

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Protected Server Cvars

There are a number of cvars that are “protected”, that is, the server enforces their values to ensure fluid gameplay.

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  • This plugin has been tested (and built) on Metamod:Source 1.10.6 and SourceMod 1.7.3, so go and install those if you haven’t already. Earlier versions might work, I wouldn’t know, but definitely don’t count on it.
  • If you download this project zipped, just extract everything to your server’s CS:GO install dir. If not… just make sure the following files are in correct place:
    • addons/sourcemod/plugins/prophunt.smx
    • addons/sourcemod/configs/prophunt/default.cfg
    • addons/sourcemod/translations/plugin.prophunt.txt
    • sound/prophunt/ and all the files inside.
  • If everything seems to be in order, go and fire up the server! A config file should have been generated in cfg/sourcemod/plugin.prophunt.cfg. Edit it as you see fit and restart your server to see the changes.


Configuring model lists

  • You may specify what models are available in each map. There is also a special default listing, which will be applied to all maps in addition to the map-specific listings (will be further configurable in the future).
  • For example, if you want to make a listing for, say, de_inferno, you would make a file de_inferno.cfg in addons/sourcemod/configs/prophunt/. The default file is located in that same folder, and is named default.cfg.
  • All listing should obey the following format:
    • "Models" { <model-path> <model-nickname> ... }
    • for example: "Models { "props_c17\oildrum001" "Oil Drum" "props\de_dust\grainbasket01a" "Grain Basket (closed)" ... }
  • To add props yourself you will need to find out the paths. I used the Hammer editor (CS:GO SDK) to get the few that you can find in default.cfg an de_dust2.cfg. I’d appreciate if you shared your listings with me so I can update mine.
  • IMPORTANT! Always specify the model paths using backslashes (\) ! Forward slashes do not work, and will most likely invalidate the whole file.



  • You can also specify model list includes. Including works by specifying model list files inside an #include section, like so: "Models" { ... "#include" { "signs.cfg" { "recurse" "yes" } } }
  • Includes are relative to addons/sourcemod/configs/prophunt/maps/, so if you had a file signs.cfg in the maps folder, you would only write signs.cfg in the #include section, like in the example above.
  • The recurse key specifies whether or not includes in the included file should be included as well. Valid values are yes and no.



Not in any release, but included in the latest commit. If enabled (see ph_categorize_models), models can be categorized and split among multiple menus. This may be beneficial if there are a lot of models. Categories are defined like so:

  • "Models" { "Category A" { "props_c17\oildrum001" "Oil Drum" "props\de_dust\grainbasket01a" "Grain Basket (closed)" } "Category B" { "props\de_dust\grainbasket01b" "Grain Basket (opened)" } ... }
  • Any models that are not in a category will be put under the default category (see ph_default_category).


Configuring whistles

Custom whistles may be specified by modifying addons/sourcemod/configs/whistles.cfg. To add a whistle, simply specify its path on a new line. The paths of the whistles should be relative to the sound directory (in the root directory of your CS:GO installation), so that if you had the sound file sound/awesome/brilliant.mp3, you would specify it just as awesome/brilliant.mp3.

Additionally, only mp3 sound files seem work, except if they are in-game sounds. You can find the paths to in-game sounds from files such as game_sounds.txt, game_sounds_ambient_generic.txt, etc., which are located in scripts folder in your CS:GO installation’s root folder.

(credtis to olavim)

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On 2/1/2021 at 10:53 PM, AngeHell said:

How to download ? 😢

There is a heart at the bottom right of the post .. press on that to give a reaction and then will unlock the link to download.

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