SCUM - Beda
Hey everyone! It's Tuesday. Happy Tuesday! Yay! Yeah I have no inspiration for this intro.
You know the drill by now pictures, captions and surprisingly useful useless answers. Now that's an oxymoron. before you go who are you calling an ox or a moron google the word.

Let's go!




I guess you can say the game is back on track. Badumtss


An actual picture of your grandparents walking to school.


"Now give me a B!"


Not sure if good painting or bad rendering.


That one per list I just think looks cool and have nothing witty to say.


"What got you so spooked?" "There is something in those trees."


"Bye, Felicia"


We've all been there buddy. We've all been there.


Still a better love story than...


"Get that light out of my head! It's unBEARable!" Also my one per list.



Alright time for the Q&A. Here we go.


  • Well I try, wouldn't call myself a comedian but thank you. <3


  • It already is? I'm not exactly sure what more you want here buddy.


  • Don't listen to this guy. We are in no way sponsored by NASA or any other US agency. Wink wink.


  • Scopes and sights were always meant to be rare loot. As for the hunter and hunter scopes hunting all the time, yes we see those. We are still in the process of loot balance and are reading the feedback from you guys about that. So cheers to you.


  • Try re-installing EAC.


  • Disgustang.


  • *cough* sorry I had something stuck in my throat there. What was your question again?


  • When you leave puberty.


  • No problem doll <3


  • Xenos are for purging not supporting.



That is all for now folks. As always feel free to leave your questions below for the next Q&A, or you know yell at us so I can have fun.
Cheers

"I actually get paid to shitpost" Beda


P.S. I just want to give one shotout.

Mechs. Yea we all love them and they work amazing we know no need to tell us. Now the only problem is there are none in real life. Well Gremlin73 fixed that problem. The man, the myth, the legend created a 3D printable Mech and even painted one. Now that's awesome(SCUM wargame when). He even shared the files so you can do it yourself.

So raise your glass to this guy.




Link to the files
SCUM - Sippy
Good Fri...no wait, it's Thursday?

So, we decided to move the patch day a bit. After over 60 patches that most were timed on Friday, we kinda think it maybe doesn't work the best.....yea.

Thursday will be the go to day for patches, in case the patch is broken and not ready for a Thursday release we will use Friday and Monday to fix it up and test, and it should be live on a Tuesday.

TLDR; Tuesday and Thursday are new patch days!



We reworked puppet stats for more variation and dynamic.

Fat puppets: are now slower but have higher HP and hit harder.

Muscular puppets: are slower to accelerate but pack a bigger punch and are more resistant to damage.

Armored police and military puppets: have been significantly buffed ( higher bullet and melee resistance, more HP )

Skinny puppets: are now much faster but do less damage and have lower HP.

Also we reworked spawners inside military POIs, puppets should spawn more reliably now and in greater numbers.



Hey kids....want some tree branches?

We added a new item you get when you cut trees (only the really big ones). Tree branch is a singular item, no need to collect anything or bundle anything, and its carried like a log, and doesn't fit into any backpack.

You can chop it down to get long and short sticks, as the biggest trees were giving only logs.




  • Fixed an issue where dropped items wouldn't be immediately visible in the vicinity.

  • Fixed the bug where crow meat would give you mostly water.

  • Fixed the bug where torches would burn way too short in rain.

  • Smoke grenades and flashbangs no longer disappear when thrown too far.

  • Fixed the bug where you couldn't craft improvised mine if a bottle had 2 or less uses. A known bug is if your bottle has 0 uses, the game won't recognize it in vicinity so you need to manually select the ingredients and right click craft.

  • Fixed being able to slide underwater on a sledge.

  • Fixed recipes for trunk door frames.

  • Fixed blueprints sometimes being unfinishable.

  • Fixed the bug where level 2 of base door frames could be built just with long wooden sticks. Now you can use short sticks as well.

  • Added missing reload sound segments to improvised pistol and bolt action rifles.


  • Grenades now have less bounce.

  • Yeast uses reduced from 10 -> 5

  • Larvae and earthworms now digest much faster.

  • Increased earthworm spawning rate.

  • Reduced uses on baking soda from 50 -> 20

  • Increased weight of canned sardines.

  • Added foliage cut statistic, back button to statistics screen.


  • Torches don't show light fire interaction anymore if they have no fuel.

  • Instruments are now fixable with toolboxes.

  • Increased jock jacket capacity to 3x2 (was 2x2).

  • Added muzzle flash to sentry weapon.

  • Torches now extinguish when swimming or diving with them.

  • Replaced timed "show flag area" interaction with show/hide flag area interactions.

  • Changed flare ammo to yellow, so its not similar to shotgun shells.

  • Matched base walls names with recipe names.

  • Changed spawn rate on Batteries, making them more common to find.

  • Bolt action rifles got new reload sounds.

  • Balanced loudness for heartbeat and eat actions.

  • M1 got new outdoor reflection sound in relative to it's ammo caliber

  • Removed creepy well baby sounds...OR DID WE?!?!?!?!?!?


  • Regular client and server optimizations.

  • We enabled multi core audio rendering so all sound processing will be spreaded throughout all CPU cores, this should result in better performance on client side

And now for the end, a little video from our QA team for their 1 year anniversary!

https://www.youtube.com/watch?v=tuyhNHKaCmY
Jan 31, 2020
SCUM - Sippy
Good Friday everyone, here we are again with another update.

Before we get tons of "yOu SaId tHeRe WiLl Be A cOnTeNt PaTch" yes we did, but we decided to play SCUM for 3 days as it's more fun than making the game.

Jokes aside, we did play for 3 days straight, as we wanted to feel and play the game as you, the players feel and play it. That's the best way we can get a grip of what is frustrating you guys, and the reason behind it. So what did come of it?

Here is a list, in no particular order of the biggest issues that we encountered.
  • Streaming optimizations and city optimizations.

  • User interface and base building bugfixing/improving

  • Metabolism rework.

  • AI and NPCs.

  • Medical skill.

  • Cooking skill rework.

  • Vehicles, adding new ones (boats, motorcycles), upgrading the system with various features (shooting from the car, animation upgrades etc..)

"Okay Sippy, you can make a list that's great for you, but when will we see this?"

Well the good thing is that even before the 3 days of playing, we were already working on most of those issues.

"We asked when Sippy, not how long you're working on them"

A date? In game dev? We ain't falling for that one again. As soon as possible, that means when it's in a state where we are satisfied with it.

I really should make more Q&A with myself, those are so much easier.



But as you all know, we love to work on all kind of different things, so lets show you guys what else we have in the works.

So as the medical skill is under rework, we also have some medical puppets in the work that you will be able to find around medical POIs.



Can't wait to see what you guys will do with this one



Stealth skill, we are doing things there as well. Sounds were a bit wonky with stealth. That's why the stealth skill will have effect on noise level of various actions such as searching, crafting, lockpicking, opening/closing doors, etc



Weapon malfunctions, we talked about that. It should have been live with the City update but we encountered few issues with them

It's coming along nicely, and with it we are working on weapon holsters and ghillies as well, here are some pictures.









"But Sippy, where is that...."

No we didn't forget about the ghillie suit, you'll get that one as well.














Here is my personal favorite on what we have been working on. You saw that one of the important things is the AI and NPCs.





As those are still just concepts, I won't talk much about it. But feel free to start with the theories, we love those!



Everyone thanks for reading, have a nice weekend, and wash your hands!

SCUM - Sippy
Hello ladies and gents, here we are with a small hotfix for the loot that went through the roof.



We might have messed up loot a bit.

We did a lot of loot testing yesterday.

So we tried to fix the loot (Yes I said tried, because math is more complicated than you think). And we think we hit the sweet spot (THIS IS NOT A PROMISE!!!).

Mainly loot was reduced. Also we reworked our loot groups to have better consistency through the game and various different locations (rural, police, city, military etc...)


We also squeezed some QoL and bug fixes in, as a little extra.


  • Added weight to all mines.

  • Adjusted weight of repairing kits.

  • Disabled getting any kind of xp from events.

  • Removed warning sound from trap detection.


  • Explosives now deal damage if you ride over them with a sledge.

  • You can fix quads now with vehicle repair kit.

  • Cabins and watchtowers have been upgraded with rainproof roofs. They wont leak anymore

  • Trap detection warning is no longer triggered by unarmed traps.

  • Added Play interaction to instrument.


PSA: Once this sale of 33% ends we are increasing the price to 30$
SCUM - Beda
Hey everyone happy Thursday! It's your boy Beda with another showcase and Q&A. Yeah it's not Monday but pfft new year new me. What hasn't changed (and probably never will) are my shit jokes and horrible answers. So strap in to glance over the post and yell at me why am I writing this and not releasing the patch even though I have nothing to do with it. Here we go!




What's for lunch? How about a knuckle sandwich!


Opens up a pack of gum in class.


"Do you f***** mind?"


Yeah whatever you hid in your prison pocket is safe to assume not there anymore.


Ever wondered what having both the power of God and anime on your side actually looks like?


"I wish I was Kurt Kobain."


First on the right is flagging himself.


"That's a weird looking snow."


That one per list that I have nothing witty to say, just a cool screenshot.


We tried to tell you to prevent the forest fires peacefully. Now we are using our right to bear arms.(I lied when I said I'll stop making bear puns)


Time for answers. You know the drill semi useful, barely funny and a 100% chance to rustle some jimmies.


  • These are planned, currently the gun team is working on something else but it is planned.


  • Nah


  • Also planned, all of them. Can't say when tho but something is cooking. It's rakija. We are cooking rakija.


  • You met my mother it seems.


  • I would say when ever Sippy feels like it, but that day may never come. Try spamming his DMs.


  • No those are dolls because dolls are precious. Puppets are guys that bring nothing useful but open their mouths anyway.


  1. Unknown yet
  2. Working on it
  3. They are spawning but are rare
  4. That's the idea but most likely will be implemented once we get all the items in the game.
  5. There are issues with that where it would be possible to break the inventory system as it is now
  6. Yeah we heard your feedback about that and are looking into what we can do about it
  7. Not me I can tell you that for sure


  • Depends on your intelligence level. If the leader has lower INT he can manage less people in the squad. That being said there was a bug about it not working properly but the fix was rolled out. If it comes back would appreciate if you report it. Just to Kristian, not me.


  • Well it is whining, but not the bad kind per se. Yes those features were and still are planned for 0.3. However we had (and in some cases still have) issues that came up and resolving them took priority. As for why military puppets. Well *someone* made them in like 5 minutes and sneakily added them. We put that special *someone* on shock therapy and told him to do all the issues bellow. Even tho he is not a programmer.

    P.S. it was Sippy


  • Stay tuned more on that soon-ish.


That is all from me folks. Stay safe, drink lots of water and don't eat yellow snow.
Cheers.
"Sippy please don't censor me so much this time" Beda

SCUM - Sippy
Hello everyone, hope you all had a good Christmas and jolly holidays! This week we mostly have bugfixes QoL, and optimization stuff. And at the end of the post we will talk a bit about whats coming in the next few weeks!



Now you will be able to encounter military and police puppets.

Right now there is no big difference between normal puppets and the military police ones. By default they drop better clothing, and the puppets with body armour are bit harder to kill, due to the body armour.

  • Police puppets can be found around and inside the police station.



  • Military puppets can be found in all military zones.


We reworked MP i SP times for spawning puppets.
  • Single player:

    Wild = 5 min
    Exterior = 18 sec
    Interior = 30 sec
  • Multiplayer:

    Wild = 10 min
    Exterior = 30 sec
    Interior = 5 min

Interior zombies will have bad hearing to stop them from reacting while walking down the street, and reacting right away, now they will sleep until you enter their house and make some noise.



  • Fixed bug when prisoner was unable to take compound bow in hands.

  • Fixed the bug where moving an item from chest to inventory would play the sound twice.

  • Fixed various issues with "ghost item widgets" appearing.

  • Fixed bug that caused squad member limit to be invalid on server restart.

  • Fixed Metal Palisades blueprint being unfinishable.

  • Fixed some placed blueprints requiring less ingredients to finish.

  • Fixed possible crash and lag while opening any type of inventory.

  • Fixed front sight being barely visible on Winchester rifle.

  • Fixed bug where looking trough binoculars or scopes while sitting wouldn't have magnification.

  • Fixed tractor brake lights sometimes causing screen to go dark.

  • Fixed the bug with squad mates triggering traps.

  • Fixed bug that allowed you to receive squad chat messages you should not be receiving

  • Fixed a bug where sledges would sometimes fall through terrain.

  • You can no longer launch other players with sledge.



  • Patching wounds within events is now much quicker.

  • The "bury" action now gives you 25 exp and washing items gives you 10 exp. (Survival skill)

  • Rebalanced all helmets and armor vests, they now offer more realistic protection against bullets.

  • Recipe for stab proof vest changed, instead of rags you need 3 diaries now. Also it offers now better protection against smaller caliber guns, but overall durability is lower. Also now it offers better protection against bullets than the stabproof vest.

  • Now you can bondage people with improvised rope and tree bark rope.

  • Items now take slight damage upon throwing.

  • Melee weapons take slight damage on hit now.

  • Spear damage reworked. Still all 3 spears will kill in one hit if it's a headshot. The damage taken from a chest or limb hit is more proportional to each spear, depending on the quality.

  • We changed how gaining base build experience works, before you would get a set amount of exp once you finished the base build element, now you will gain the same amount just in smaller batches with every base build ingredient added (wooden plank, wooden log etc..) This way if more people partake in building a base, everyone gets exp equal to the work put in!

  • Re-added basic tooltips for items (name and description), holding CTRL will expand to the full tooltip, basic tooltips are optional (there is an option to disable them in the options menu, under the GAME section)

  • You can now scroll through the inventory when dragging an item (scroll wheel will rotate the item, CTRL + scroll wheel will scroll)

  • We have a new system of repairing base elements, as a lot of you were frustrated that it takes too much time and resources. Now it only takes 1 use of your toolbox to repair 1 base element to 100%.

  • You can repair your base from your flag area now. When you interact with the flag it shows you how many base elements you have under your flags control. You can decide to repair elements that are less than 25,50,75 percent durability or you can choose to repair all.

  • The amount of base elements under the flag will determine how much usages of a toolbox it will use. So if you have 100 base elements and 90 usages on a toolbox, the repair action will repair 90 base elements starting from the most damaged to least damaged base element.


    The number at the end is the total uses needed

  • Base flag can't be destroyed with weapons or explosions any more.

  • Barbed spike trap can now be destroyed via interaction.

  • Trap explosions effect base elements more realistically. Elements blocked by other elements now get less damage.

  • Prisoner movement speed is now same when limping and limping in melee combat mode.

  • Added new, motion captured movement animations when holding a weapon while walking and jogging.

  • Various improvements to a number of different weapon animations.

  • Exposed squad member limits as parameters in server config. Admin command

  • Reduced amount of experience/fame player gets when firing shotgun.

  • M1891 animation and visual upgrade

  • Supply drops have been rebalanced and they are now more oriented towards the mid game gameplay. Items spawned inside of supply drops:mid tier rifles and handguns, magazines and low tier scopes, mid tier clothing/backpacks, ammo, food, repair kits. There are no more empty supply drops. This is the beginning of balance changes in regards to item spawners.

  • Client and server optimizations.

So now that you made it to the end some news. So right from the start the next patch is planned for 2 weeks from now (so no patch next week), and we do plan for it to be a feature patch.

"Sippy can you maybe leak something?"

No, i can not, but I will. And not just that, next week we plan to show you some new things we are working on. So you can expect a developer update post! Also we will have a new community showcase and Q&A

For the Q&A leave the questions in the comments of this post!

That's all from us have a nice day, and don't leave your pets outside in this cold!

Sippy.
SCUM - D1nosaur


We're back for just a little bit to bring you a few balance changes before the holidays.


Balanced recipes when making palisades

Reduced usage of toolbox needed for repairing base elements


Adjusted crafted demolition recipes (some items did not use materials required for the recipe)
SCUM - D1nosaur


It's us again, coming back again with a small hotfix. We heard your feedback so we have reverted to a version of the old inventory system.

All items have the same sized icons as before, but with the inventory split as it was in the 0.3 update. Also rotation stays as well!




Your characters and base building elements are where they were before, and you have been given the starter prisoner clothes. All chests, cars and anything that can contain items have been wiped.

We are sorry for causing so much distress, we appreciate your tolerance for our shenanigans!

Much love from everyone at the office, we wish you happy holidays!
SCUM - D1nosaur


We heard you loud and clear, we're working on a hotfix that will revert the inventory back to where it was with the inclusion of rotation. The hotfix will hopefully be out by the end of today.

A wipe of all items/containers will be needed for this to work Base building elements, locks and squads, also anything else that doesn't have to do with items will stay as is.

Thank you for your patience and support!
SCUM - Sippy


Hello friends! Gather around, as Santa brought a present for you, the 0.3 update for SCUM! But before we open the box, a few things.

Sadly due to some last-minute issues we had to postpone the release of the Metabolism and Weapon jamming features. But we will add them as soon as possible.

There will be full server wipes both official and private.

We are doing some relocation with our servers, removing servers that were not used and renaming them so its easier to track them.

And keep in mind that after the sale the price of the game will increase!

Let's open this big box and see what we have in it!



  • Let's start this with a big one.

    Welcome to Samobor! SCUMs biggest city so far filled with all sorts of wonders that will bite your face off.























  • You guys remember when we talked about sounds and when we were recording gun sounds with the military? Well few of them like our mocap studio so we suited them up and went to record some animations.

    All rifle movement animations for 3PP have been updated, and now they feel and look much better.

    All pistols, Kar98 and shotguns had their firing animations reworked for ADS position.

    With time the rest will follow!






  • What would our island be without our favourite puppets? Thanks to those awesome guys we keep this show running, and for a small thank you, we are spreading them out!

    Puppets will be able to spawn indoors now, that includes:

  • Houses
  • Bunkers
  • Police stations
  • Military areas
  • Pretty much everywhere inside.



    Also, we reworked the spawning system players should encounter more frequently puppets now. The number still is the same: 64.

    We also added 3 new specific config options for private servers where you can specify how many puppets spawn in a specific environment category.

    • MaxAllowedWildPawnsInWorld = 64 - number of puppets spawning in the wilderness

    • MaxAllowedExteriorPawnsInWorld = 64 - number of puppets spawning around points of interest

    • MaxAllowedInteriorPawnsInWorld = 64 - number of puppets spawning inside buildings
    The setting "MaxAllowedZombiesInWorld" defines the total number of puppets on the server allowed.



  • We are always telling people that SCUM is best enjoyed with friends, that's why we upgraded our squad system!

    So what did we add:

  • Squad ranks and how they work:
    • Rank 1: Normal member.

    • Rank 2: Can invite and kick people from the squad.

    • Rank 3: Can promote rank 1 members to rank 2 members, and all bellow.

    • Rank 4: Leader (just 1 person in the squad), can promote rank 2 to rank 3, and all bellow.

  • What else do you get:
    • Squad name: Only leader can edit that.

    • Emblem: your little custom logo of your squad (Only leader can edit that.)

    • Information: that is used to give some basic info about your squad to other players on the server. (Only leader can edit that.)

    • Message: used to send a message to your squad members (Only leader, and rank 3 can edit that)


    And here are some general information that you need to know:

  • If the leader leaves the squad the next biggest rank takes his place.

  • We added a new squad chat that you can use while in a squad and you can communicate only between squad members.

  • Squad ranking list, here you can see which squad is the best on the server.

  • The squad limit is defined by its leaders INT skill. The number of people that you can recruit is equal to your INT skill x2. So if you INT skill is 3 x 2 = 6 squad members.

  • If a squad has more members than the limit, squad members won't be able to use "Respawn on squad" and their squad won't be on the leaderboards.




  • The engineering skill is connected to base building and repairing. Higher levels of skill allow you to build stronger bases more efficiently.
Skill

  • Skill levelling
    • Repairing base elements, vehicles and clothes
    • Building base elements
  • Skill dependent
    • Repair radius
    • Repair time
    • Quality of built base elements - restricts maximum health
    • Base building requires less ingredients and tool usages on higher levels
New base elements
  • Base elements are now sorted into skill levels meaning the higher your skill is the more different elements you can build. We have also added some new base elements - four levels of walls and corresponding door frames.
    • Brush palisade
      • The simplest walls you can build require minimal resources and provide basic protection.


    • Trunk palisade
      • Considerably stronger than brush palisades provide decent protection against raids.


    • Wooden palisade
      • Strong wooden walls that are hard to break and require more resources.


    • Metal reinforced palisade
      • Strongest walls ever require a lot of resources to build and tenacity to break.



The demolition skill is mainly focused on using traps which we added in this patch. Different kinds of traps allow you to defend your bases or ambush unsuspecting prisoners.

Traps
  • With multiple triggers - Can be armed with different kinds of triggers.
    • Pipe bomb
    • Pressure cooker bomb
    • Claymore
    • Improvised claymore


  • With fixed triggers - Are activated by stepping onto them
    • Barbed spike trap
    • Cartridge trap
    • Improvised mine
    • Personnel mine
    • Small personnel mine
    • PROM trap
    • Stake pit trap


Triggers

There are several kinds of triggers you can craft and equip your traps with. More will be added in the future.

  • Motion sensor trigger
    • Reacts to motion in a certain area around the trigger
  • Laser sensor trigger
    • Reacts to movement trough the laser


Trap detection

  • When you enter an area with traps you get notified
  • Your trap detection radius depends on the awareness skill and ranges from basically useless on low levels to a decent range higher levels

Skill

  • Skill levelling
    • Crafting traps
    • Arming traps
    • Disarming traps
  • Skill dependent
    • Traps you can craft
    • Defuse time for traps armed by other players
    • Quality of traps you arm - lower quality traps deal reduced damage and have a smaller radius



  • With this inventory rework we added more features so you have more flexibility with your inventory

Rotation
  • Now you can rotate your items in your inventory. While drag and dropping an item, using the scroll wheel will rotate it.


Tooltips
  • While hovering over some items, you will get additional info on the widget

  • While hovering over an item, holding left Ctrl will now show the tooltip

  • If a tooltip has more than one panel, it will show a bar and you can use the scroll wheel to scroll it.

  • Different item types have different tooltips now (so far, only weapons and food are implemented, with improvements to come)




New inventory layout
  • So we changed a bit the layout. Now the Vicinity tab is in the top middle of your screen and you can drag it down to make it bigger if needed.


Resolution
  • The inventory "resolution" has been increased, meaning 1 old slot is now covered by 4x4 slots


Irregular Shapes
  • Inventory management, now we have irregular shape icons for items, so you can adjust your inventory with more precision. Or just play shapes fitting between other shapes, whatever you like.


Please keep in mind that bugs and issues can arise in this feature in various forms, the most likely you will encounter are icons that don't really match their new layout.



  • Now you can finally repair and maintain your items! Well, at least if you have the right repair kit, and this are the repair kits you can find and for what are they used.

Tool Box:
  • Non electronic attachments.
  • Blunt weapons.
  • Protective gear.
  • All base build elements

Vehicle repair kit
  • All Vehicles

Weapon cleaning kit
  • All ranged weapons

Sewing kit
  • All clothing items besides protective gear.

Grinding stone
  • All blade weapons

Electronic repair kit
  • All electronic items
  • Base build elements can be now repaired one element at a time or in a certain radius, and that radius depends on your engineering skill.
  • Item repairing is connected to the engineering skill and depending on your engineering skill you will be able to repair different types of items.





No more jumping around with 4 bullets in your legs!

So we added the first iteration of limping. And this is how you can find yourself in a limping situation:
  • Health lower than 10%

  • If legs have a bleeding injury, and that can happen in 2 ways
    • Getting shot in the legs

    • Jumping from a big height





We did a little rework with our lightning regarding how it behaves
(No worries, it won't impact performance).

Also with that we improved our snow this year so snowball fights and sledding down the dam is in a bigger Christmas spirit.





We added a new playable female head.





YES! We added those as well.

For now there will be 1 PvE and 1 Hardcore server in Europe and US East.

Please leave as feedback regarding those so we know if we need to add more or change it in any way.



Because it was not scary enough.

  • Added distant scream voices for puppet intimidate action


  • Fixed exploit where you could unmount tractor on the other side of the wall.

  • Animals will no longer get stuck on heavy slopes.

  • Fixed a bug when prisoner did not take holstered compound bow in hands while tuning it.

  • Tree trunk no longer casts a shadow on the prisoner in the main menu.

  • Fixed up arrow not working well while scrolling trough chat suggestions.

  • Fixed the bug where some items would on "drop" action disappear from vicinity.


  • Level up notifications are no longer display by text, but rather with an image displaying the skill and its level with stars.

  • Vehicle lights have been adjusted to work better with new ambient lighting.

  • Adjusted NVG light to work better with new ambient lightning.

  • Level up notifications are now also displayed in chat.


  • #listsquads true/false
    • This will list all the squads on the server with their squad id.
  • #listsquadmembers <SquadName/SquadID> [true|false]
    • This will list the members of the squad, their steam id, and their rank.
  • #resetsquadinfo <SquadName/SquadID> [true|false]
    • This will clear the squad information panel and generate a new random squad name



...