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Map toolkit

Movement and map mechanics beyond the basics: vents, ziplines, the gap platform, decontamination corridors, and post-meeting spawn picking.

Vents

/sc addvent <id>         # look at the vent block (trapdoors look great)
/sc linkvent <a> <b>     # connect two vents (repeat to build the network)
/sc unlinkvent <a> <b>   /  /sc removevent <id>

Impostors right-click a vent to slip inside (invisible to the living, hotbar items navigate between linked vents). Anti-camp: a max stay (ventMaxSeconds) auto-ejects, and re-venting has a cooldown — both party settings. Engineers get limited crew-side vent access when that role is enabled; in Hide n Seek vents become hider "Hide" spots.

The Clean Vent task (placement) flushes out and blocks its bound vent while someone cleans it.

Ziplines

/sc addzip <id>          # look at endpoint A's block, run it, look at endpoint B's, run again
/sc removezip <id>

Anyone right-clicks an endpoint to glide the line — downhill rides twice as fast (build sloped lines for asymmetric escapes). Riders are pinned, kill-immune, and can't kill until they land; meetings drop them off safely.

Gap platform

/sc addplatform <id>     # same two-endpoint capture
/sc removeplatform <id>

The Airship-style ferry: one rider at a time. The platform docks at whichever side it last traveled to — calling it from the far side costs the empty travel-back wait, in the open, in full view. There is no physically moving block; decorate the gap however you like (a floating disc, a gondola).

Decontamination corridors

/sc adddecon <id>                                  # stand at two opposite corners of the corridor
/sc bindecon <id> <doorGroupA> <doorGroupB> [seconds]
/sc removedecon <id>

Create the two door groups with /sc adddoor first — one per end of the corridor. When a living player enters the region, both doors seal, the spray runs (default 3s, clouds + hiss), then they reopen (5s cooldown). The classic chase-breaking airlock between map sections.

Warning

Don't reuse decon door groups as sabotage doors.

Post-meeting spawn picking

/sc addpickspawn <name>      # stand on the spot (one per room/area)
/sc removepickspawn <name>

With 2+ pick spawns and the party setting Spawn Pick After Meetings enabled, living players get an 8-second "Where to?" menu after each meeting — pick a room or close it to stay at the meeting spawns.