SCUMServer Automation

← 所有外掛

Chat Commands & Kits Manager plugin ✓ 官方

A complete in-game command & reward system. Custom /commands that reply AND/OR run admin actions (teleport, give currency, spawn, weather…) with rich live tokens ({player}, {online}, {money}, {location}, {x}/{y}/{z}…), optional cost, cooldown and per-player allow/deny. Welcome message on join. Reward packs & kits (items + vehicles picker), free or for money/gold/fame, on join or via command — with cooldowns, per-player claim limits, mutually-exclusive groups and spawn-failure fuses (no charge if it can't be delivered). Every command and every kit can also be limited to a time window — a weekend kit, a happy hour, a command that stops overnight — on the server's real clock, with the player told when to come back. Every player-facing line is configurable in any language. Manage who claimed what and reset it from the panel. Requires the SSA Bridge.

v1.6.0 作者 SCUMSA ⤓ 108 次下載 5 (2) ♥ 2 更新於 2026年9月12日 0.1 MB
🛡 乾淨:0/75 個引擎 · 查看報告 ↗
5 /5 · 2 則評分

Chat Commands & Kits

A complete in-game command and reward system, run entirely from one admin tab. Players type /commands you invent and get a reply, an admin action, or both; they claim kits and reward packs — items, vehicles, filled containers — on join, on command, or from a button in Discord. Everything can be free or priced in money, gold or fame, with cooldowns, per-player claim limits and mutually exclusive groups, and nothing is charged for a delivery that did not happen.

How it works

  • Commands are yours to invent. /info, /discord, /kit, /heal — each has an optional reply (one message per line, with live tokens), a reply channel, a cooldown, an optional cost, allow/deny lists, and admin actions: any admin command, each with its own delay. A shared cooldown group makes several commands block one another, so a player cannot hop between three shop teleports.
  • Position is frozen at the moment of use, so a command can teleport a player away and a second one send them back to exactly where they started — {saved_x} {saved_y} {saved_z} — or a delayed action can return them automatically after N seconds.
  • Kits spawn onto the player, addressed by their Steam ID, so they only need to be connected. Items, vehicles and containers spawned already filled with N sets of a chosen item all come from the game's own database through the native picker.
  • Fuses decide the money. The kit spawns FIRST; currency is charged and the claim recorded only after something actually landed. A pack made only of admin actions is charged only if the bridge accepted at least one of them. If nothing can be delivered, the player is told and nothing is taken.
  • Anything can be limited to linked players. Per command and per kit, choose whether it works for everybody on the server or only for players who have linked their SCUM character to Discord. It is off everywhere until you turn it on, and a player who is not linked is told to link rather than simply refused, so they know what to do about it.
  • Anything can be limited to a time window — a weekend kit, a command that stops overnight, an event pack. It is not a second cooldown: the cooldown asks how long since this player last had it, the window asks whether it is on offer at all. Windows run on the server's real clock, not in-game time, and the refusal tells the player when to come back.
  • One throttled, retried spawn queue carries every delivery, globally. A burst of claims used to fault items away mid-dispatch and lose them silently; now spawns go out one at a time with a small gap and each is retried before it counts as failed.
  • Claim from Discord posts one message with a button. The kit is delivered in game exactly as if the player had typed the command, because it is the same delivery — every rule is the same rule, so there is no second set of conditions to fall out of step. It needs a linked account and the player to be in game, and says so plainly rather than failing quietly.
  • A charge that did not go through is written down. Items already handed over cannot be taken back automatically, so the delivery is marked NOT PAID in the log, sorted to the top, and raised as an admin alert.

Requirements

  • The SSA Bridge plugin — in-game chat, spawning, currency and the live join event. It is a declared dependency and installs with the plugin.
  • Manager 5.15.0+, which is what the manifest enforces. Time windows are part of that: they need the manager's own window evaluator, and on a manager without it a command or kit that HAS a window is treated as closed rather than as unrestricted, with the reason in the manager log.
  • At least one player online for anything that happens in game. With nobody there the bridge has no one to run a command through, so a delivery is not charged and not counted as claimed.

Configuration

Everything is configured from the plugin's admin tab (💬 Commands & Kits), in five sections:

  • Commands — the command list, each with reply text and channel, announce to all, cooldown and shared cooldown group, cost, notify player, allow/deny (a picker listing all known players, online and offline, plus a Steam ID paste box), linked players only, and its admin actions. A search box appears once the list gets long. Each command and each kit also carries a time window — the days and the hours it is on offer, on the server clock, with the exact sentence players will see shown as you edit it.
  • Kits & Packsgive when (on join, or on command), cooldown, max per player, exclusive group, cost, allow/deny, linked players only, and the contents: Pick item / Pick vehicle searches the game database, and full containers spawn a backpack, vest or crate already filled. Optional admin actions, reply channel and message. Claim from Discord is off per kit by default, so nothing reaches a public channel you did not put there; publish the panel from Settings.
  • Messages — every player-facing system line (cooldown, already claimed, group locked, limit reached, not allowed, cannot afford, not in game, delivery failed), in any language, with tokens. Blank means the built-in English.
  • Activity — the live spawn queue, the delivery log with clickable players and item previews (spawned/total, sortable so failures surface first), and player claims: who claimed what, resettable one player at a time or all at once.
  • Settings — the command prefix (set here; it overrides the bridge's own, so you never edit the bridge), the default reply channel, the welcome delay and message, delivery reliability (spawn gap and attempts per item), and advanced spawn command templates.

Notify player is a per-command and per-pack switch, separate from the pack's own chat message. Off (the default) delivers silently, so a big kit never floods the player's feed. On runs the delivery through the player, so the game's own "item spawned" messages reach the right person rather than whichever online player the bridge happened to pick.

Live tokens work in any reply, message or action, and the heavy lookups only run when the token is actually used — hover any token in the Insert token palette to see what it shows:

  • Player {player} {steamid} {squad} {squadsize}
  • Server {server} {online} {maxplayers} {date} {time}
  • Money {money} {cash} {gold}
  • Stats {fame} {kills} {deaths} {kd} {pvpkills} {headshots} {zombiekills} {animalkills} {longestkill} {lockspicked} {fishcaught} {distance} {playtime} {survived}
  • Attributes {strength} {constitution} {dexterity} {intelligence}
  • Position {location} {x} {y} {z} {saved_x} {saved_y} {saved_z}
  • Command args {args} {arg1}… {channel}

Good to know

  • "Dispatched" is not "done". If your bridge has allow commands with nobody online switched on, a command sent to an empty server goes through the game's static entry point, which reports nothing back — so it cannot be counted as delivered. Those never charge, never spend a claim, and say so in the log rather than being recorded as a normal success.
  • A partial delivery is charged in full. A kit has one price and its items are not priced individually, so there is nothing to pro-rate. The player is told exactly what did not arrive and the row is marked, so you can find it and put it right.
  • Welcome delay 0 is safe. The greeting is triggered by the bridge's live join, which fires only once the player is fully in game — not by the log, which can be many seconds late.
  • Prices are checked against the running game, not the last save. The saved database is only as current as your save interval, which is long enough for a player to be paid and told they are broke in the same minute. The check asks the game first — and for that it needs the bridge's Live data → Money, gold and account number switch, which ships off. The plugin declares that switch, so its card in the panel shows whether it is on and turns it on for you in one click — it never switches anything on by itself. With it off everything still works, but affordability falls back to the saved figure and the refusal says so, so a player knows to try again shortly.
  • Money means the bank account. That is the balance a cost is taken from and the balance the refusal quotes; {cash} is a separate legacy field the game leaves empty on current builds.
  • Being unable to read a balance is not the same as being broke. A database hiccup used to tell a player they could not afford a kit; the charge itself is now left to decide, and that answer was already handled.
  • Editing your kit list closes menus players already have open in Discord: a menu remembers which kit at which price it was showing, so re-pricing or deleting one never hands out a different one.
  • Reset counters zeroes the delivery and failure totals once you have dealt with what they were telling you; the delivery log itself is kept.
  • Spawn counts are clamped, so a config typo cannot ask the game for a million items.

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.

評論

還沒有評論 — 來做第一個吧。