Info systems¶
The crew's counter-intelligence: cameras, the admin table, vitals, and the door log. All are disabled while comms is sabotaged.
Security cameras¶
/sc setsecurity # look at the console block
/sc addcamera <id> # stand at the camera spot, LOOKING the way it should face
/sc removecamera <id>
Right-clicking the console lists cameras; picking one teleports the watcher into a frozen first-person view at the camera point (body and head locked). While watching:
- a body double stands at the console — killable, and killing it kills the watcher (they die at the console, like being caught at the screens),
- camera points blink flame particles, so alert crew can tell someone is watching,
- an impostor's kill cooldown pauses while they watch.
Hotbar items switch cameras or leave the view.
Admin table¶
/sc setadmin # look at the table block
/sc addroom <name> # stand at two opposite corners (run twice)
/sc removeroom <name>
The admin GUI shows living player counts per room (live, updates while open). Vented players count at their vent's room — the classic admin tell. Define rooms generously; anything outside every room shows under "elsewhere". Rooms also power the Detective's case files.
Vitals¶
/sc setvitals # look at the panel block
One entry per player: green OK / red DEAD. Deaths show here immediately — placing vitals somewhere central makes body-camping riskier.
Door log (MIRA-style)¶
/sc setdoorlog # look at the log console
/sc addsensor <id> # stand on the sensor point
/sc removesensor <id>
Living players crossing within 1.5 blocks of a sensor are logged (5s per-player
per-sensor cooldown, last 20 entries). The console prints
[12s ago] Alex → hall-east.