- A Strange Alliance
- Bring Your Kid To Work
- Chaos Raid
- Dog Infection
- Dogs In The Dark
- Elimination Tournament
- Energy Arena
- Generator Control
- Ghost Busters
- Insanity
- In Silence
- Leap Frog
- Massive EMP
- Matchups
- Nuke Run
- Peanut Dodge Ball
- Peanut Hide And Seek
- Peanut Multiplication Revised Entry
- Princess Banquet
- Protect The Site Manager
- SCP Mutation
- Shy Guy Rampage
- Shy Guy XK
- Switch Team Deathmatch
- Team Deathmatch
- The Last Stand(curently broken not included in release)
- Traitor Among Us
- Zombie Escape
- Zombie Infection
- Zombie Survival
- The Skeld (for Traitor Among Us Event)
- Add Chaos Ammo In Armory
- Auto Restart
- Candy Override
- Coin 914
- Discord Message
- Escape Rewards
- Faction Custom Info(might be a little busted)
- Follow
- MVP
- Normal Locker Ammo
- Research Card In 173
- Scp 127
- Scp Door Break
- Spawn Height Variation
- Surface Armory
- Teleport Commands
- Event Utility (dependency required for events)
- Facility Manager (a plugin used for some events/plugins)
- Teleport (dependency for most events/plugins)
- Utility (dependency for most events/plugins)
Obsolete will be reworked at some point
Humans Vs SCPs. All human teams are allied to defeat the SCPs. SCPs gain a speed boost equivilant to a cola, +1000 health and +1000 sheild (at 20% health).
requires Harmony.dll as a dependency
Humans have a 50% chance to spawn as a child. Children gain a speed boost equivilant to a cola but have 75 max hp.
requires Harmony.dll as a dependency
Spawn as two teams CHAOS and NTF in a ratio of 1:1. CHAOS must steal all the items in the facility while NTF must stop them. The CHAOS can let SCPs and Class-D out. CHAOS receive reward items on successfully stealing items. CHAOS win if they steal all the items while NTF win if they survive all 7 spawn waves and kill all the CHAOS, SCPs and Class-Ds. If the Nuke goes off the winner is decided by who was in the lead stolen/protected.
[recommended player count 30+] Light is locked down and everyone spawns as ClassD in light with one dog. Dog can infect Class-Ds on kill, the last ClassD alive wins!
All facility lights disabled. All SCPs will be SCP939. Everyone will spawn with a Flashlight.
Elimination style tournament. PvP fights contained inside a zone. Preround item/zone bans, loadout selection and 'Storm/force field' forces players to fight. Tournament can be run in 3 different ways. Role, Predefined and Scrimmage.
Rolethe default, sets up bracket randomly based on the roles of joined players(all roles are included in the bracket) players without a role will not be assigned a team. used for serious well organized events.Predefineduse thepredefcommand. sets up the the bracket based on the config, will use the players Role to assign teams. players that do not have a role that is defined in the predefined bracket will not be assigned a team. used for serious well organized events.Scrimmageuse thescrim <team_count>command. sets up a bracket assigning players randomly to all the teams based on theteam_count. Roles wont be used to assign the team. good for quick casual unorganized events.
The idea behind Role and Predefined is that you can role sync with a different system e.g. CedMod, config_remoteadmin.txt etc. to allow quick setup of organized matches.
Note. team_name is not the Badge Text(what you see when you press N). team_name does not contain white space so it can be used for commands and does not have to be the same as the badge. e.g. Badge = My Team, team_name = mt. you defined the team_name and Badge Text when you set up the Roles i.e. CedMod, config_remoteadmin.txt etc. use the tour_list_team to see the Badge Text and team_name for each team.
tour_predefinedsetup predefined bracket defined in the config and load log. usage:predeftour_scrimmage <team_count>setup tournament as a scrimmage with a certain amount of teams assigned randomly to players. usage:scrim <team_count>tour_list_teamlist all teams. shows theBadge Nameand theteam_name. usage:tlttour_run_match <team name>run match by specifing a team. usage:trm <team_name>tour_auto_runAuto runs the tournament(do not use this unless all teams are present e.g. finals) usage:tartour_create_team <team_name>create a new team. usage:tct <team_name>tour_remove_team <team_name>removes a team. usage:trt <team_name>tour_set_team <player_id> <team_name>assign player to team. usage:tst <player_id> <team_name>tour_force_win <team_name>force a team to win their next match. usage:tfw <team_name>tour_undo_win <team_name> <reason>undo a teams last win. usage:tuw <team_name> <reason>tour_save_logsaves log. kinda pointless since the logs are saved automatically. usage:tslclear_hintclears hints(any player can use this) sometimes the bracket can appear even when not invoked due to NW spaghetti code this cmd can fix it. usage:ch
SLOC Loader must be installed
Ultra Quaternion must be installed
LoadoutRoom.sloc must be insideslocLoader/Objects
Class-D vs NTF in a special Jailbird arena. Jailbirds get an extended charge duration, up to 3 seconds and never wearout. Everyone starts with 1000 HP. Random chance for everyone to get a Particle Disruptor or a MicroHID. 50% chance the lights will be very dim. Last team alive wins!
SLOC Loader must be installed
Ultra Quaternion must be installed
JailbirdArena.sloc must be insideslocLoader/Objects
CHAOS, NTF and SCPs must each turn on the genrators around the facility and defend them from opposing factions. The Room will glow the color of which ever faction holds the current generator. CHAOS teaming with the SCPs is not allowed. All zones except heavy are locked down. NTF and CHAOS get to respawn. After all respawns the team with the most generators on wins!
requires Harmony.dll as a dependency
All players spawn in entrance. Some players spawn as NTF specialists and the rest as 106. The specialists get a super micro which can fire with very little wind-up, recharges over time and has a longer duration. The specialists also get a coke, 2x medkit, painkillers, radio, scp500 and the hat. The specialists are also immune from the pocket dimention and will take 30 damage on hit. FriendlyFire is disabled for this event. The last team standing wins!
requires Harmony.dll as a dependency
[DATA EXPUNGED]
All players will spawn in heavy containment zone and both the elevator systems and the entrance zone will be locked down. Everyone will be spawned as a scientist and will have to find some guns to kill the SCP939s that will be trying to find and kill everyone. If a generator is turned on the SCP079 doors will open allowing players access to its armor and pressing the overcharge which will turn the lights back on if they are turned off. The SCP939s will have only 1 hp while having 700 shield.
Everyone will spawn in doctors chamber with the elevators locked. All SCPs will become 939 and everyone else Class-D. The 939s are ensnared so they can only use their lunge ability to attack. A new dogs spawns in every minute. Class-D get an adrenaline and painkillers. There is a 50% chance the lights will be out and be given flashlights. The last Class-D alive wins!
All electronics are malfunctioning. Facility lights will flicker on and off randomly, flashlights and gun flashlights will malfuction so if you want to always have light, you must stick together. Doors will open, close and lock randomly. All scientist and class-d are given flashlights and SCPs have their speed reduced.
Fight between SCPs and NTF with a random weapon in a random zone.
Everyone spawns as a ClassD and are given 2 colas. The nuke is activated and the first person to escape wins!
Everyone spawns in a random room with 173. Round may be modified with many random gamemodes. The last one alive wins!
All lights are out and light is locked down. Everyone spawns in light and are given flashlights and have 30 seconds to hide from peanut. Flashlight do not work on peanut.
Two people spawn as 173 the rest are Class-D. 173 has less health/sheild. 173s multiply on kill. Class-D must escape and kill all the 173s to win. 173s win if they kill all the Chaos/Class-Ds.
Some players spawn as the dog the rest as children. Last one alive wins!
SLOC Loader must be installed
Ultra Quaternion must be installed
ariahouse.sloc must be insideslocLoader/Objects
A random player is the site manager. They will be spawned in as a Scientist with a pistol, combat armor, a facility manager card and SCP 268. They will have an certain number of NTF private body guards (Manager and guards will be given 75% damage reduction). The Site manager’s goal is to make it from light containment all the way to surface to turn on the nuke. To turn on the nuke the generators must be done. If the nuke goes off before the Site manager dies then the Site manager and guards win. Chaos will be spawned in and their goal is to simply kill the Site manager before the nuke is detonated.
Normal round but the SCPs have random sizes.
A Shy Guy spawns in entrance and is triggered by everyone. All other players are Class-D and spawn in their cells. Class-Ds get 6x SCP330, 4x SCP207, medkit, painkillers and a facility manager card. Surface is locked down. The last one alive wins!
requires Harmony.dll as a dependency
A Shy Guy spawns outside the facility and is triggered by everyone. His rage never runs out and his speed increase the lower his health gets. His health scales with the number of players on the server. NTF are dispatched to stop him at all costs.
requires Harmony.dll as a dependency
Scientists vs Class-D in a random zone with a random loadout, players switch team on death. Last team standing wins!
Two teams Scientists and Class-D spawn in a random zone with a random loadout.
All the NTF get trapped by all the SCPs in a random room. The SCPs must stop all the NTF from escaping. There will be 3 rounds increasing in difficulty. The player that escapes the most difficult round wins!
A few players are Traitors, Detectives and Jesters the rest are Innocents. Traitors must kill all Innocents to win while Innocents must figure out who the Traitors are and kill them. Innocents vastly outnumber Traitors, but dont know who they are. Detectives are proven innocent and must help the Innocents win. Jesters cannot kill and win when an innocent player kills them.
tau_mapselect maptau_pausetoggles ready_uptau_rdm <player_id>make player sit out next roundtau_forgive <player_id>undo rdmtau_startforce starts roundtau_locktoggles round lock
SLOC Loader must be installed
Ultra Quaternion must be installed
TheSkeld.dll (or any other maps) must be insideCedModEvents/Traitor Among Us Event/Maps
The Riptide's Skeld.sloc (or any other maps) must be insideslocLoader/Objects
Maps may have dependencies check Map Details
Everyone spawns in light. There are one or more zombies the rest are NTF. The NTF have to escape the facility but must do certain objectives first. Zombies infect players on kill but will lose their health doing so. Guns deal knock back based on the ratio of zombies to humans alive. Less humans more zombies = more knockback. The more zombies there are the less health each one has. Zombies and guns increase in strength as more objectives are completed. The path though the facility is fixed based on the objective and a there will be a light to guide you.
requires Harmony.dll as a dependency
The SCPs spawn as mother zombies which have a large max HP. Zombies infect players on kill creating child zombies. Child zombies respawn next to their mother zombie and take some of their mother zombies health. The more child zombies there are the less health each one has. All players have infinite ammo and deal knockback based on the ratio of humans to zombies. Class-Ds spawn with a com-15 and 10 ammo. Scientists spawn with a com-18 with infinite ammo and an upgraded keycard. Class-Ds and Scientists may team kill to stop the spread of the infection.
requires Harmony.dll as a dependency
Light is locked down and all players spawn in light as Class-D with one zombie. Zombies infect players on kill. Guns deal knock back based on the ratio of zombies to humans alive. Less humans more zombies = more knockback. The more zombies there are the less health each one has. After a certain amount of time zombies speed will start to ramp(increase) and after more time their health as well. Last one alive wins!
requires Harmony.dll as a dependency
requires Harmony.dll as a dependency
Spawns all types of Chaos ammo inside of HCZ armory.
Restart the server at 4:00am local time.
Allow you to configure the amount of candies you can take and the spawn chances for each candy.
Adds the following recipes to coin.
- Fine - 25% Destroyed, 25% painkillers, 50% coin
- Very Fine - 17% Destroyed 17% Janitor Keycard, 17% Radio, 50% coin
Displays a configurable broadcast to everyone after a certain amount of time after a round starts.
Rewards players based on how many SCP items they brought out of the facility. Additionally players keep all status effects good, mixed and bad. Rewards can consist of keycards, medkits, adrenaline, heavy armor, shotguns and revolvers.
Adds HP, AHP, HS, GodMode/Noclip status, status effects to a players custom info display. players info is only visible to players of the same Faction. i.e. Class-D can see Chaos and vice-versa but Class-D cannot see NTF info.
Adds commands to make a player follow another player. Can only work on one player at a time.
follow <player_id>forces player to follow you.follow <player_id> <target_id>forces player to follow target.unfollowstops current follow
Tracks players statistics during the round and displays any achievements at the end of the round as a Broadcast. Achievements are most kills as SCP, most SCPs killed, first SCP killed(only if "most SCPs killed" was 1), most damage done to SCPs, most kills as a human, fastest escape time and best in-game achievement. Players that earn a MVP can have commands executed on them immediately or sometime next round with the comamnds config e.g. give a janitor keycard if they got more than 5 kills last round as an SCP and they spawn as a human.
mvp_event_command <command>allow you to test commands/scripts before setting them in the config
Adds 30x 9mm ammo to a random light containment locker.
30% chance of a research card to spawn in 173s old room on the computer desk.
A gun that regenerates 1 ammo per second up to a max of 60. Cannot be reloaded or have attachments. Spawns in HCZ armory inside a wall gun rack. Uses the E11 with no attachments as a model.
Allows 939 to break doors with his lunge ability and 173 with his speedbreaker and teleport. Heavily configurable.
Adds random variation to players heights on spawn.
Spawns a large locker on surface filled with 9mm and 5.56 ammo.
Adds the TP and GP commands. TP can be used to teleport to specific rooms. GP gets the relative position in your current room which is useful for developing plugins that use Teleport as a dependency.
Go to releases to download all the relevant .dlls
You must have Cedmod installed to run events. Once you have Installed Cedmod place the [EventName]Event.dll into the CedMod/CedmodEvents folder. Some Events have extra steps and dependencies refer to the Event Details for any extra details for installation. Most Events use EventUtility.dll, Utility.dll, and Teleport.dll as dependencies so add them to be safe. The dependency folder is plugins/"server port" | "global"/dependencies. Additionally FacilityManager.dll should be installed in the plugins folder not the dependency folder.
Plugins must be installed manually. Place the [PluginName].dll in your servers plugins/"server port" | "global" folder. To be safe add Utility.dll and Teleport.dll as dependencies. The dependency folder is plugins/"server port" | "global"/dependencies. Additionally FacilityManager.dll should be installed in the plugins folder not the dependency folder.
You must install all dependencies for the events/plugins to work. Install EventUtility.dll, Utility.dll, and Teleport.dll as dependencies. The dependency folder is plugins/"server port" | "global"/dependencies. Additionally FacilityManager.dll should be installed in the plugins folder not the dependency folder. Some Events require additional plugins to work notably SLOC Loader and Ultra Quaternion, so make sure you have these installed if they are required otherwise the Events will not work.
A map is a special .dll for loading map objects/logic for the Traitor Among Us Event. There is only 1 map at the time of writing (The Riptide's Skeld) but more may be added in the future. There is an existing interface accessible from the TraitorAmongUs.dll IMap which developers can use to make their own maps for the event. Simply compile the .dll once you have implemented the IMap interface. To load a map add the [MapName].dll to the CedMod/CedmodEvents/Traitor Among Us Event/Maps folder. And in game use the tau_map <map_name> command to select the map.