
To Install:
Put WaveSurvival.3.cs into your scripts folder. That’s it. The controls will be shown once you open the game.
Description:
Brings back the classic wave-based survival mode to Story Mode.
Face off against squads of Merryweather mercenaries, fight through up to 10 customizable waves, and see how long you can last. Each wave gets harder, more enemies, stronger armor, and better weapons. Survive them all to earn a cash reward.
Everything is configurable via an in-game overlay menu (F3). No need to edit the code. Adjust waves, spawn radius, cash rewards, and more right on the fly, then save your settings automatically to an .ini.
Features:
Configurable waves. Set number of waves, enemy count, scaling, and spawn distance.
Weapon variety. Carbine Rifle, Pump Shotgun, SMGs, Heavy/Combat Pistol, and more (inspired by Max Payne 3).
Death ends the run. The survival automatically stops if you die.
Rewards. Earn cash after clearing all waves (configurable).
In-game menu (F3), tweak settings live:
Max waves
Base enemy count
Enemies per wave
Spawn radius
Simultaneous enemy cap
Victory cash reward
Settings auto-save to WaveSurvival.ini.
Controls:
F7 → Start survival
F8 → Stop survival
F3 → Open/close config menu (↑↓ navigate, ←→ adjust, Shift = faster)
Installation:
Install ScriptHookV
by Alexander Blade.
Install ScriptHookVDotNet
(v3 or newer).
Place WaveSurvival.cs inside your GTA V scripts folder (create it if it doesn’t exist).
Launch the game and press F7 to begin.
The mod will automatically generate WaveSurvival.ini in the scripts folder after your first run.
Changelog:
V1.2
Added AllowWanted toggle, which decides if the player can gain wanted level or not.
Added EnemyFaction selector, which makes it possible to switch between Merryweather and Ballas enemies.
Ballas enemies’ models are each “g_m_y_ballaeast_01”, “g_m_y_ballaorig_01”, and “g_m_y_ballasout_01”.
Ballas has lighter loadouts compared to Merryweather. Not configurable yet.
Interaction with Cops are changed. Now they are neutral to them as default, but will open fire if they attack, or fire a gun near them. -20s of no aggression will reset their neutrallity.
Removed health gaining per wave, since it was too much and I figured only increasing armor is better.
Late waves have more chance for better weapons.
V1.1
Bascially:
No wanted level when the mod is active.
Fixed blackops_02 model not appearing. Made them appear after certain waves.
Added:
Wave-scaled weapon loadouts. Enemies now receive stronger primaries as waves progress (early: MicroSMG/SMG/Pump. mid: SMG/AssaultSMG/Pump/Carbine. late: Carbine/AssaultSMG/Assault Shotgun). Sidearms escalate from Pistol -> Combat/Heavy -> Heavy.
Late-wave “kicker.” From wave ≥7, small chance to add/force Carbine Rifle for extra pressure.
Changed:
Model selection logic (per-ped, weighted). Instead of picking one model for an entire wave, each spawned ped rolls from a wave-aware, weighted pool:
Early waves: mostly s_m_y_blackops_01.
Mid waves (≥5): frequent s_m_y_blackops_02.
Late waves (≥8): blackops_02 common, with 01 still mixed in.
Result: blackops_02 appears consistently across all further waves, not just once.
Fixed:
Compiler compatibility (C#5-safe). Replaced out var with predeclared out parameters in PickWeaponsForWave(…) call to avoid language-version errors.
Redundant wanted-level clearing. Removed per-tick forced WantedLevel = 0/CLEAR_PLAYER_WANTED_LEVEL, preventing conflicts with other scripts and saving work each tick.
V1.0:
First release.
10-wave survival with Merryweather enemies.
Random props & outfit variety.
Configurable overlay menu with .ini saving.
Cash reward on victory.
Credits:
Script & concept by KoreaBank
Powered by ScriptHookV & ScriptHookVDotNet
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