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Best FiveM Paintball Script in 2026

-- listicle · updated september 2026 · var fivem team
-- 11 options compared · free to 59.99 eur band · prices read september 2026

Paintball is the easiest minigame in FiveM to demo and one of the hardest to run. A trailer only has to show two teams and a scoreboard. A live server has to keep twelve people in a firefight that ninety other players cannot see, hold their money while they fight, give them their clothes back afterwards, and do all of it again when someone alt-F4s at 4 to 3. This guide sets out what a paintball script has to survive on a full server, then compares the free and paid options on prices read from vendor storefronts in September 2026.

-- index

  1. 01What a paintball script must survive
  2. 02Routing buckets and the match instance
  3. 03Lobby, match, teardown
  4. 04Disconnects, wagers and the pot
  5. 05Scoring and what persists
  6. 06The market in September 2026
  7. 07When free is the right answer
  8. 08Where Var-PaintBall fits
  9. 09FAQ

What a FiveM paintball script actually has to survive

Six things decide whether a paintball resource is a mode your server runs nightly or a feature you install once and quietly delete. The match has to be isolated, so the firefight does not spill into a traffic stop and two lobbies can run at the same time. The lobby has to survive people joining, leaving and going idle before the round starts. Respawn has to give the player a few seconds of protection, or whichever team owns the better spawn simply farms the other one at the door. Scoring has to be resolved on the server, because a scoreboard the client can write is a leaderboard of whoever reads the NUI. Anything staked on the result has to be held somewhere that survives a restart. And the teardown has to put the player back exactly where they were, in their own clothes, with their own inventory.

Notice what is not on that list. Maps, custom gun models, powerups, victory cinematics and prestige ranks are all real, and they are the things every product page leads with, because they are the things you can photograph. They are also the things you can add later. The six above are architecture, and you inherit whatever the vendor chose.

CriterionA minigame you bolt onA mode your server runs nightly
Two matches running at oncenoyes
The match is invisible to the rest of the citynoRouting buckets
Loadout stripped on entry, restored on exitSometimesyes
Stats survive a restartnoSQL, not a Lua table
Money can be staked on the resultnoyes
A mid-match disconnect is handlednoplayerDropped, not match end
Every product in the table further down does teams and a scoreboard. This is the column that actually varies.

Routing buckets, and why the match has to be invisible

Routing buckets are the whole reason paintball works on a roleplay server. A bucket is a server side container: players and entities in bucket 7 are visible only to each other, and SetPlayerRoutingBucket moves someone out of bucket 0, the live city, and into one. That single call is what lets twelve people shoot each other in Mirror Park while ninety other players stand in the same coordinates seeing nothing at all, and it is what lets you run three matches at once instead of queueing for one arena.

Two settings around it get skipped and both are visible in play. SetRoutingBucketPopulationEnabled controls whether ambient traffic and pedestrians spawn inside the bucket, and a paintball arena full of wandering NPCs is both a performance problem and a comedy one. SetRoutingBucketEntityLockdownMode decides whether clients in that bucket may create entities, which is the difference between an arena and an arena with a spawned tank in it. If a vendor never mentions buckets, assume the match happens in the live world, and check what your police see when a round starts.

The paid market is split cleanly on this. Brutal Scripts states that each of its eight maps can be played separately at the same time, which is concurrency by arena. Nass runs lobbies with configurable limits and a spectator camera on top. Var-PaintBall instances every match in its own bucket with spawn protection on entry. The free repositories, by contrast, all predate the pattern being common: esx_arena hosts a single arena with a command, and SquadBattle still lists multiple game sessions as an unticked item on its roadmap.

Lobby to leaderboard row

  1. 01Lobby, not matchArena, mode, weapon, team size, score target, time limit and an optional password are chosen while everyone is still standing in the city. Nothing has been instanced yet.
  2. 02Bucket assignmentEach player is moved out of bucket 0 into a bucket owned by that match, with ambient population disabled so the arena is not full of pedestrians.
  3. 03Stash and kitInventory and clothing are stored server side, the arena weapon is issued, and a spawn protection window covers the first seconds of every life.
  4. 04Server-authoritative scoringKills, streaks and the score target are resolved on the server. The reliable kill attribution pattern is the victim reporting its killer, not the shooter reporting a hit.
  5. 05TeardownBucket 0, original coordinates, original loadout, original clothes. Keyed to the player and fired from playerDropped as well as from match end.
  6. 06Write the rowGames, wins, kills, deaths, headshots, best streak and playtime go to SQL, and the wager pot is split or refunded in the same transaction.
Steps two, five and six are where the money is. Steps one and four are what the trailer shows.

Lobby, match, teardown

Matchmaking in FiveM paintball is not skill based and does not need to be. What it needs is a lobby that behaves like a lobby: created by a player, listed for others, filterable by mode, closable with a password, and capable of starting itself when enough people are in. Wise Gungame does the last part well for a fifteen euro script, with a minimum and maximum player count per lobby and an automatic start when the minimum is reached, which matters more than it sounds on a server where nobody wants to be the one to press go. Nass allows live lobby creation and editing, and password protected private matches for clan fixtures.

Teardown is the step that ships broken, and it is worth being specific about why. The player who walks into an arena arrives carrying an inventory, a set of clothes, a weapon wheel and a set of coordinates. The script has to take all of that away, because a paintball match where one player brought a carbine is not a paintball match, and then give all of it back. Brutal Scripts is unusually explicit here, saying items are removed at match start and returned at the end with an SQL save behind it. That SQL save is the detail: an in-memory table of everyone belongings is fine until the resource restarts, at which point your players are naked and unarmed and you are refunding by hand.

The short version

Buy on the teardown, not on the arena count. Every script in this comparison can put two teams in a room. The ones worth thirty euros are the ones that can get a player out of that room, with their own clothes and their own inventory, after the server restarted mid-round.

Disconnects, wagers and where the pot lives

Wagering is the feature that turns paintball from a distraction into something players organise their evening around, and it is also the feature with the most ways to lose real money. Nass lets players wager cash or bank balances on a match. Var-PaintBall collects a pot on join, with a configurable minimum of 100 and a maximum of 50,000 taken from cash or bank through the ESX and QBCore economy layer, refunded if the match is cancelled and split among the winners. Pickle Slapboxing does the same thing for 1v1, free, with spectators betting on the result.

The question to put to any vendor, ours included, is where the pot sits between the deduction and the payout. If the stake leaves the player account on join and only reappears in the match end handler, then a restart, a crash or an unhandled error at 4 to 3 has deleted it. The same logic applies to the player. A disconnect mid-round has to remove someone from the scoreboard without ending the match for the other eleven, and their re-entry into the world has to land them in bucket 0 with their own kit, which means the restore has to fire from playerDropped and not only from the end of a match they are no longer in. If you take one testing instruction from this guide, it is this one: do not click leave. Pull the cable.

If wagers are the part you care about most, the same design questions come up in a bigger form on the gambling side of a server, and they are worked through in the best FiveM casino script comparison.

Scoring, kill attribution and what actually persists

Kill attribution looks trivial and is not. The obvious implementation is shooter side: the client that fired reports that it killed someone. In practice that catches instant kills and misses everything else, because the shooter has often already looked away, been killed themselves, or the damage arrived across two ticks. The pattern that holds up is the opposite one, where the victim reports its killer to the server on death, since the dying client is the one entity guaranteed to know what happened to it. Anything built on the first approach will show a scoreboard that quietly disagrees with the killfeed.

Persistence is where the paid tier earns its money. A leaderboard in a Lua table is a leaderboard until the next restart. What you want is a row per player in MySQL with the columns you will actually rank on, and the vendors differ a lot here. Thug ranks its board on win points rather than raw kills, which quietly discourages the player who farms kills and loses every round. Brutal saves per player stats and renders them with the Discord or Steam avatar. Nass tracks kills, deaths, wins, losses and matches played on top of fifty levels, ten prestige ranks and clan statistics. Var-PaintBall writes games, wins, points, kills, deaths, headshots, best streak and playtime, with a cached top fifty ranking.

The FiveM paintball market in September 2026

Every figure below was read from the vendor storefront or the GitHub repository in September 2026. Where a vendor would not show a price to a plain request, the product is left out rather than guessed at, so this table is shorter than the category and honest about it. Note also that two of these vendors display tax on the storefront and the rest do not, so read the band note under the chart before comparing two numbers directly. Scope matters as much as price here: a gun game is one mode, and a paintball script is a lobby system with several.

ScriptPrice (Sep 2026)Code accessScopeWhat it is built around
Ziutoslekk/esx_arenafreeMITpaintball arenaA hosted arena behind /arena_host and /arena_exit. Needs OneSync, es_extended, esx_menu_default and esx_menu_dialog. Last commit July 2021.
BesTKiLLeR4050/fivem-paintballfreeno licence filepaintball lobbiesLobby with name, password, rounds, map and weapon, a top killers panel and mouse-wheel spectating of teammates. README asks for essentialmode, es_admin, skinchanger and esx_ambulancejob. Last commit September 2021.
MajorKorgi/SquadBattlefreeGPL-3.0team deathmatchMore than two teams, team-dependent targets, godmode during warmup, weapon drop on death, team vehicle limits. One session at a time. Last commit December 2022.
Pickle Slapboxingfreeno licence file1v1 with wagersPlaceable tables, spectator betting with realistic payouts, knockouts, scoreboard. ESX 1.1 and Legacy, QBCore, or your own bridge. Needs ox_lib. Last commit April 2024.
Thug Gungame14.99 EURescrowgun gameWeapon levels with a kill target per level, map voting between rounds, and a leaderboard ranked on win points rather than raw kills.
Wise Gungame15.00 EURconfig accessiblegun gameAs many lobbies as you configure, fully random spawns, per-zone weapon order and kill targets, min and max players with auto-start. Around 1,000 lines, ESX or QBCore.
Brutal Scripts Paintball30.99 EURcode accessiblepaintballThe capacity option. 48 players as four teams of twelve, 8 maps included, every map playable simultaneously, healing points, item stash and restore in SQL, Discord or Steam avatars, password lobbies.
Nass Advanced Paintball V333.99 EURpartialpaintballThe depth option. Six modes, an in-game live map editor, nine powerups, fifty levels and ten prestige ranks, clans with tags, wagering, spectator camera. 3,500+ lines, needs nass_lib.
Nass Arcade Bundle42.99 EURpartialpaintball + dragstripsThe same paintball script paired with the dragstrip resource, at roughly 26 percent off the pair.
Thug Gungame, open source59.99 EURopen sourcegun gameThe same escrowed script with the source unlocked, at four times the escrow price.
Var-PaintBallsee product pageescrow and open tierspaintball arenaFour modes including a gun game ladder, routing bucket matches with spawn protection, wagers from 100 to 50,000, an eight-column SQL leaderboard, medals and streaks. ESX, QBCore and standalone.

The same table as four bands

  • esx_arena, fivem-paintball, SquadBattle, Pickle Slapboxing0 EUR

    MIT, GPL-3.0 or unlicensed. None of them instances a match.

  • Gun game, one mode, escrow14.99 to 15 EUR

    Thug and Wise land within a euro of each other.

  • Full paintball, escrow or partial30.99 to 33.99 EUR

    Before VAT. With tax shown these display as 37.19 and 40.79 EUR.

  • Bundle, or the same script open source42.99 to 59.99 EUR

    Source access is the steepest premium in the category, at 4x the escrow build.

0 EUR 59.99 EUR

Brutal and Nass display tax on the storefront, at 37.19 and 40.79 EUR respectively. The band above uses the pre-tax figure so the rows are comparable.

Three things fall out of that. The paid paintball segment is tighter than almost any other FiveM category, with the two serious products three euros apart, which tells you vendors do not think the mechanics differentiate them and are competing on content instead. The gun game segment is half the price for one mode, and if a weapon ladder is genuinely what your players asked for, buying a full paintball script to get it is money wasted. And the open source premium in this category is brutal: the same Thug script costs 14.99 EUR escrowed and 59.99 EUR unlocked, a four times multiple against the 1.3 to 1.6 typical elsewhere. Whether that is worth paying is a separate argument, unpacked in the escrow versus open source guide.

When free is genuinely the right answer

It usually is not, and this is one of the few categories where saying so is fair rather than lazy. The free paintball repositories are archaeology. esx_arena is MIT, is a real arena, and has not been touched since July 2021. fivem-paintball has the better feature list, with lobby creation, a top killers panel and mouse-wheel spectating of teammates, but it asks for essentialmode, es_admin, skinchanger and esx_ambulancejob, which is a pre-legacy ESX stack nobody is running in 2026, and it carries no licence file, so your reuse terms are undefined. SquadBattle is the best written of the three and is properly GPL-3.0 licensed, but its own roadmap still lists multiple game sessions as unfinished, so it is one match at a time for the whole server.

There is one free resource worth installing on its own merits, and it is not a paintball script. Pickle Slapboxing is a 1v1 minigame with placeable tables, spectator wagering with real payouts, knockouts and a scoreboard, running on ox_lib with bridges for ESX and QBCore and a last commit in April 2024. If what your players actually want is a fight with money on it and a crowd watching, that is the whole loop, it costs nothing, and it needs no arena built. Install it first. If the crowd shows up, you have just learned that the thirty euro paintball script will be used, which is a cheaper way to find out than the other order.

Where Var-PaintBall fits, honestly

Var-PaintBall is built around the architecture half of this guide rather than the content half. Matches are instanced through routing buckets with spawn protection, and the resource auto-detects ESX, QBCore or standalone along with your target system, covering ox_target, qb-target and Var-Interact with a fallback if you run none of them. Four modes ship: Team Deathmatch, Free-For-All, Elimination and a Gun Game weapon-progression ladder. Lobbies are created by players through a React NUI, and the creator picks the arena, the weapon, the team size, the score target and the time limit, with night, hardcore and friendly-fire toggles and an optional password for private rooms.

The money layer is the part that took the most work. A wager between 100 and 50,000 is taken from cash or bank through the ESX and QBCore economy integration, and the leaderboard behind it is a real SQL table with games, wins, points, kills, deaths, headshots, best streak and playtime, cached to a top fifty ranking. On top of that sits a medal and kill-streak system with multi-kills, headshots, first blood and configurable milestones at three, five and seven. Two indoor arenas are included, a 4v4 Classic and a 6v6 Big Map, each with automatic team spawns and red and blue uniforms, and there is optional Discord webhook logging and Steam avatars if you want match reports in a channel.

CriterionVar-PaintBallNass Advanced Paintball V3
Instanced matches with spawn protectionyesyes
Wagers from cash or bank100 to 50,000Cash or bank
Gun game weapon ladderyesyes
Ready-made arenas shipped2 indoorIn-game live map editor
Levelling, prestige ranks and clansno50 levels, 10 prestige, clan tags
Capture the flag and dog tagsnoyes
Standalone, with no framework at allyesno
Medals, multi-kills and first blood3, 5 and 7 milestonesXP rewards
The trade in one table. The next paragraph is the same list read from the side that does not favour us.

Now the honest part. Var-PaintBall ships two arenas. Brutal ships eight, and Nass ships an in-game live map editor that lets you build one without touching a config or restarting, which is the single feature in this comparison I would most like to have. Those two arenas also cap the built-in match at 4v4 and 6v6, so twelve players, against the forty-eight Brutal advertises as four teams of twelve. There is no clan system, no levelling ladder and no prestige ranks, so a player who has been coming back for three months looks identical to one who joined tonight except on the leaderboard. There is no Capture the Flag and no Dog Tags mode. And the arena content is two rooms, not a themed map pack. If any of that is the thing your server would live on, buy elsewhere and do not let a wager system talk you out of it.

What you get in exchange is the list in the section above: bucket isolation, spawn protection, server side scoring, a wager that refunds on cancel, a leaderboard that survives a restart, and framework detection that covers standalone servers with no ESX or QBCore at all, which is the one thing on this page that no other product in the table does. If you are building a shortlist for a whole server rather than one minigame, the framework specific versions live in the ESX scripts and QBCore scripts guides. Whatever you buy, install it on a test server and check two things before it goes live: the resmon figure while a match is running with twelve players in it, and what a player is wearing after you kill their connection at 4 to 3.

Frequently asked questions

What is the best FiveM paintball script?

It depends on how many people are actually in your arena on a Wednesday. If you want the deepest product on the market, Nass Advanced Paintball V3 at 33.99 EUR is it: six modes, an in-game live map editor, nine powerups, fifty levels with ten prestige ranks, clans and wagering. If you need capacity rather than depth, Brutal Scripts Paintball at 30.99 EUR runs 48 players as four teams of twelve on eight bundled maps, with every map playable at the same time. If the mode you actually want is a weapon ladder rather than team paintball, Thug Gungame at 14.99 EUR and Wise Gungame at 15.00 EUR do that job for half the money. And Var-PaintBall covers the middle: four modes including a gun game ladder, routing bucket instancing, wagers and a persistent SQL leaderboard on ESX, QBCore or standalone.

Is there a free FiveM paintball script?

There are free arena scripts, but the honest answer is that none of the free paintball repositories has been touched in years. esx_arena by Ziutoslekk is MIT licensed and is a real paintball arena with an /arena_host command, but its last commit was July 2021 and it wants esx_menu_default and esx_menu_dialog. fivem-paintball by BesTKiLLeR4050 has the better feature list, with lobby creation, a top killers board and spectating dead teammates, but its README asks for essentialmode, es_admin and skinchanger, which is a pre-legacy ESX stack, and there is no licence file in the repository. SquadBattle by MajorKorgi is GPL-3.0 and still readable, last pushed December 2022. The free option worth naming is a different shape: Pickle Slapboxing, last committed April 2024, gives you 1v1 matches with real wagers and spectators on ox_lib, which is the wagering half of paintball without the arena.

How much does a FiveM paintball script cost?

Read from vendor storefronts in September 2026, the band runs from free to 59.99 EUR. A single mode gun game sits at 14.99 to 15.00 EUR. A full paintball script with lobbies, maps and persistence sits at 30.99 to 33.99 EUR before VAT, and the vendors displaying tax add roughly 20 percent on top, so Brutal shows 37.19 EUR and Nass shows 40.79 EUR including it. Above that you are buying either a bundle, at 42.99 EUR for the Nass paintball and dragstrip pair, or source access, which is where the real jump is: Thug sells the same gun game escrowed at 14.99 EUR and open source at 59.99 EUR, a four times multiple.

How do you stop a paintball match interfering with the rest of the server?

Routing buckets. A bucket is a server side container of players and entities, and SetPlayerRoutingBucket moves a player out of bucket 0, which is the live city, and into a world of their own. Everyone in bucket 7 sees everyone else in bucket 7 and nobody else, so a twelve player firefight does not appear in the middle of a traffic stop, and two matches can run at once without either seeing the other. The two settings people forget are SetRoutingBucketPopulationEnabled, which stops ambient traffic and pedestrians spawning inside your arena, and SetRoutingBucketEntityLockdownMode, which decides whether clients in that bucket can create entities at all. A paintball script that does not use buckets is not isolating anything, it is just teleporting people to an empty corner of the map.

Can players bet money on a paintball match?

On some of them, and the implementation matters more than the feature. Nass Advanced Paintball V3 lets players wager cash or bank balances on a match. Var-PaintBall collects a pot on join, with a configurable minimum of 100 and maximum of 50,000 from cash or bank through the ESX and QBCore economy layer, refunds it if the match is cancelled and splits it among the winners. Pickle Slapboxing does the same thing for 1v1 with spectator betting and no purchase. The question to ask any vendor is where the pot lives between join and payout. If the wager is deducted on join and only ever paid out at the end of a match, a server restart at 4 to 3 has quietly deleted everyone stake.

What happens if a player disconnects in the middle of a match?

This is the thing that separates a demo from a script that survives a full server, and it is the thing product pages never mention. Three cases matter. A player who leaves mid-round has to be removed from the scoreboard and the team count without ending the match for everyone else. A host who leaves has to hand the lobby to someone or the lobby has to close and refund. And a player who disconnects inside the arena has to come back in bucket 0 with their own clothes and their own loadout, which means the teardown cannot live only in the match end handler, it has to be keyed to the player and run on playerDropped as well. Test it by pulling your own network cable at 4 to 3, not by clicking leave.

Do I need a custom paintball gun or can I use a normal weapon?

Both approaches ship. A dedicated paintball weapon with its own ammo type is the safer one: you whitelist a single arena weapon in your anti-cheat, real firearms never enter the arena, and a missed damage hook is a lost round rather than a real death in the middle of the city. Nass ships custom props for exactly this, including its own gun model, flag and dog tags, and Var-PaintBall ships a custom paintball weapon alongside a configurable arsenal. Using vanilla guns with clamped damage is cheaper to build and needs no streamed asset, but it means the match is running on weapons your anti-cheat already has an opinion about. Whichever you pick, the loadout has to be stripped on entry and restored on exit, and Brutal is unusually explicit about this, storing player items in SQL at match start and returning them at the end.

-- var-fivem.com

Play a round before you buy one

Var-PaintBall runs on the public Var test server, so you can create a lobby, stake a wager, play a gun game ladder to the end and see what the leaderboard wrote before spending anything. Four modes, two arenas, ESX, QBCore and standalone.

View Var-PaintBallTry it live

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