Skip to content

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.