Better Squads
Gives a squad its own layer of in-game chat. Squad-only alerts when one of their people connects, dies, gets a kill or has their base raided — plus a command set players run themselves to see who is online, where they are and how far away. Nobody outside the squad ever sees a word of it.
How it works
- Alerts go out through the SSA Bridge, addressed to individual recipients. The bridge walks the live players and asks each one for its own Steam ID, so a line can only reach the people named — that targeting is what makes "squad-only" real rather than cosmetic.
- Squad membership is read from the game database, so it is always the real roster.
- Reader-relative messages. A line containing
{distance}or{direction}is rendered once per recipient, so every squadmate is told how far the event is from where they are standing: "Petr was killed by Raven in B3 — AK, 84 m. 340 m NE of you." - Sectors and bearings use the manager's own map calibration — the same one the live map draws with — so they match what the player is looking at. Without calibration they render empty rather than pointing somewhere invented.
- Names come from the database. The bridge cannot name a player who has already disconnected (its leave event carries an empty name), so the name is resolved from the database instead. If nobody can name them, nothing is sent — a 17-digit Steam ID in front of the whole squad is worse than silence.
- Squad joins and leaves have no game event, so the roster is diffed on a timer, only for squads that have somebody online. A squad seen for the first time becomes a silent baseline, so a restart never floods anyone.
- Volume is capped. Past a threshold a reader-relative message is sent once to everyone instead of one copy each, and a per-minute ceiling protects a live server from any burst.
- Join/leave use the bridge's live player events, which fire the moment a player is actually in game — the log-derived equivalent can be many seconds late, because SCUM writes its log in batches.
Requirements
- The SSA Bridge plugin (for targeted chat and
/commandinterception). It's a dependency. - Manager 4.0.0+.
{sector}and{direction}additionally need a manager build that exposes the map calibration; on an older one those tokens render empty and the panel's status strip says so.
Configuration
Everything is configured from the plugin's admin tab (👥 Better Squads):
- Events — eight independent switches, each with its own message template: connected, disconnected, killed, died, got a kill, base raided, joined squad, left squad. Clicking a token inserts it at the cursor; amber tokens are the reader-relative ones. Emptying a message silences that event without turning it off.
- Optional parts — anything inside
[ ]disappears when a token in it has no value, so{player} died[ in {sector}].reads "Petr died in B3." normally and "Petr died." when the position is unknown. Every shipped default uses it. - Delivery — which chat channel the lines appear in (recipients are always the squad regardless), a per-player per-event cooldown, the roster check interval, quiet hours, whether the subject also gets their own alert, the per-reader limit and the messages-per-minute ceiling.
- In-game commands — the root command and every subcommand can be renamed, with a live preview of exactly what players will type. Ships as
/squad(roster with sectors and distances), plushelp,here(rally),msg,base,info,off/onandmute <events>. - Command replies — every player-facing line, grouped by area, in any language.
- Silenced by players — what squad members turned off for themselves in game, with a reset button for when someone asks.
- Muted by an admin — players who receive nothing and cannot undo it in game. Kept separate from the players' own preferences so neither side overwrites the other.
- Activity — a live feed of every message delivered, plus Send a test, which delivers a real message to a real squad so the whole chain can be confirmed without waiting for someone to die.
Good to know
- Players not in a squad generate nothing — there is nobody to tell.
- On friendly fire only the killed line is sent: it already names the killer, so the got a kill line would be the same event told twice to the same people.
/squad offand/squad muteare the player's own switches and silence alerts, not their squadmates talking — a rally or a squad message still reaches them. An admin mute blocks everything.- A player's
/squad msgis stripped of braces and control characters and capped at 200 characters, so one player cannot push tokens or layout into another player's chat. - SCUM reuses squad IDs after a disband, so a roster whose squad name changed is treated as a new group and re-baselined instead of announcing a burst of joins and leaves that never happened.
- Someone who leaves a squad stops receiving its messages immediately.
- The status header shows, live: how many players are online, how many squads have 2+ members online (i.e. how many could actually receive anything), and how much has been sent or suppressed.
Part of SCUM Server Automation — the all-in-one SCUM dedicated server manager. Get the manager, browse every plugin and read the docs at scumsa.com.

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