Gamemode Scrim
Competitive team-based mode where two sides fight in short, round-based matches
Dependencies
Gamemode Core (Required), Gear Core (Required)
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This Rust plugin lets you host structured 2-team matches using a fast-paced, round-based format. Players can join blue or red, ready up, and compete across multiple rounds with custom kits, attachments, and leader-managed rules. Ideal for scrims, team practice, and casual PvP events.

Compatible Plugins

Commands

  • gm.s create <title> <position> <radius> [maxPlayerCapacity]- Creates a new arena with the specified title, position, radius, and optional max player capacity.
    • position - Coordinates for the center. Use here to use your current location.
    • radius - Radius of the arena zone.
    • maxPlayerCapacity - (Optional) The maximum number of players allowed in the arena. -1 means unlimited.
  • gm.s edit <arenaId> - Enters edit mode for the given arena. Allows modifying spawn points, teleporters, settings, and more.
  • gm.s remove - Deletes the currently edited arena. You must enter edit mode first using gm.s edit.
  • gm.s teleporter create <position> <radius> [visibilityRange] [visibleZone] - Creates a teleporter in the currently edited arena.
    (See Arena Teleporters for available placeholders shown to players when near the teleporter.)
    • position - Where to place the teleporter. Use here for current position.
    • radius - How close players need to be to activate the teleporter.
    • visibilityRange - (Optional) Range at which the info text is visible.
    • visibleZone - (Optional) Whether to show a visible zone outline.
  • gm.s teleporter remove - Deletes the teleporter for the currently edited arena.
  • gm.s spawn add <team> <position> <radius> [leashRadius]- Adds a spawn point to the selected team in the arena.
    • team - Target team for the spawn. Use blue, red, or spec for spectators.
    • position - Coordinates of the spawn. Use here for your current location.
    • radius - Radius to randomize spawn.
    • leashRadius - (Optional) How far players are allowed to move before the round starts.
  • gm.s spawn remove <team> <spawnId>- Removes a specific spawn point from a team.
    • spawnId - The ID of the spawn to remove (e.g., 001, 002).
  • gm.s rule add <rule1> [<rule2> ...] - Adds one or more rules to the currently edited arena. (See Rules for the full list of available rule keys.)
  • gm.s rule remove <rule> [<rule2> ...] - Removes one or more rules from the currently edited arena.
  • gm.s set <property> <value>- Changes a property of the currently edited arena.
    • title - Sets the arena title.
    • enabled - Enables or disables the arena (true / false).
    • maxplayers - Sets maximum allowed players.
    • infotemplate - Sets the text shown in teleporters.
    • killfeed - Enables or disables kill notifications (true / false).

Stored Data

JSON:
{
  "Arenas": [
    {
      "Id": "001",
      "Title": "Dust Arena",
      "Enabled": true,
      "Type": 6,
      "Radius": 80.0,
      "Position": {
        "x": 1234.5,
        "y": 17.0,
        "z": -982.2
      },
      "MaximumPlayerCapacity": 12,
      "InformationTemplate": "{Title}\nGamemode: {Gamemode}\nPlayers: {PlayerCount}/{PlayerCapacity}",
      "Has Kill Feed": true,
      "Match Parameters": [
        {
          "Setting Key (Do not edit)": "roundcount",
          "Display Label": "Number of Rounds",
          "Type (Toggle or Stepper)": "Stepper",
          "Integer Value (for Stepper)": 5,
          "Minimum Allowed Value": 1,
          "Maximum Allowed Value": 10,
          "Unit Of Measurement (Shown after number)": "rnd",
          "Label Shown When True": "",
          "Label Shown When False": "",
          "Boolean Value (for Toggle)": false,
          "Required Permission": ""
        }
      ],
      "Match Rules": [
        {
          "Setting Key (Do not edit)": "friendlyfire",
          "Display Label": "Friendly Fire",
          "Type (Toggle or Stepper)": "Toggle",
          "Boolean Value (for Toggle)": false,
          "Label Shown When True": "On",
          "Label Shown When False": "Off",
          "Integer Value (for Stepper)": 0,
          "Minimum Allowed Value": 0,
          "Maximum Allowed Value": 0,
          "Unit Of Measurement (Shown after number)": "",
          "Required Permission": ""
        }
      ],
      "Attachment Choices": [
        {
          "Item Short Name": "weapon.mod.flashlight",
          "Display Name": "Flashlight"
        },
        {
          "Item Short Name": "weapon.mod.holosight",
          "Display Name": "Holo Sight"
        }
      ],
      "Blue Team Kits": [
        {
          "Internal Name": "AK_Blue",
          "Display Name": "AK Kit"
        }
      ],
      "Red Team Kits": [
        {
          "Internal Name": "AK_Red",
          "Display Name": "AK Kit"
        }
      ],
      "Default Blue Kit": "AK_Blue",
      "Default Red Kit": "AK_Red",
      "Blue Spawn Points": [
        {
          "Id": "001",
          "Position": { "x": 1230, "y": 17, "z": -985 },
          "Rotation": { "x": 0, "y": 90, "z": 0 },
          "Radius": 2.0,
          "LeashRadius": 6.0
        }
      ],
      "Red Spawn Points": [
        {
          "Id": "001",
          "Position": { "x": 1240, "y": 17, "z": -980 },
          "Rotation": { "x": 0, "y": -90, "z": 0 },
          "Radius": 2.0,
          "LeashRadius": 6.0
        }
      ],
      "Spectator Spawn Points": [
        {
          "Id": "001",
          "Position": { "x": 1234.5, "y": 30, "z": -982.2 },
          "Rotation": { "x": 0, "y": 0, "z": 0 },
          "Radius": 0.0,
          "LeashRadius": 0.0
        }
      ]
    }
  ]
}
  • Arenas - A list of all created Scrim arenas and their configuration.
Inside each arena:
  • Id - A unique string ID for the arena (e.g., "001"). Used for referencing and editing.
  • Title - The visible name of the arena shown in teleporters and the UI.
  • Enabled - Whether the arena is currently active. If false, players can't join it.
  • Type - Internal enum value for the gamemode type.
  • Radius - The radius of the playable zone.
  • Position - Center position of the arena in world coordinates (x, y, z).
  • Maximum Player Capacity - The maximum number of players allowed in the arena. If set to -1, there's no limit.
  • Information Template - Text shown when standing near the teleporter. Supports standard placeholders like {Title}, {Gamemode}, {PlayerCount}, {PlayerList}, etc.For Scrim arenas, additional team-based placeholders are available:
    • {BluePlayerCount} - Number of players currently on the Blue team
    • {RedPlayerCount} - Number of players currently on the Red team
    • {SpecPlayerCount} - Number of players currently spectating
    • {BluePlayerList} - Names of all players on the Blue team (newline-separated)
    • {RedPlayerList} - Names of all players on the Red team (newline-separated)
    • {SpecPlayerList} - Names of all spectators (newline-separated)
  • Has Kill Feed - Whether to show kill messages in chat during matches.

  • Match Parameters - These are arena-specific gameplay settings controlled via the Round Setup tab in the Arena Management UI. Parameters can be toggles or stepper (numeric) values. Each one can control round logic, team sizes, privacy, and more.
    Each entry contains:
    • Setting Key (Do not edit) - Internal ID used to reference the setting.
    • Display Label - Name shown in the UI (e.g. “Auto-Start Round”).
    • Type (Toggle or Stepper) - Determines if it's a true/false setting (Toggle) or a number (Stepper).
    • Boolean Value (for Toggle) - Whether the toggle is enabled (true) or disabled (false).
    • Integer Value (for Stepper) - Current value for stepper settings.
    • Label Shown When True / Label Shown When False - Text shown in the UI button depending on toggle state.
    • Minimum/Maximum Allowed Value - Limits for how high or low a stepper can go.
    • Unit Of Measurement - Suffix shown after numeric values (e.g. min, rnd, ply).
    • Required Permission - If set, only players with this permission can edit the setting (commonly used for privacy toggles).
(These settings are editable only by the current team leader during the setup phase.)
  • Match Rules- These are also editable by the leader in the same tab, but they control in-game behavior like:
    • Whether attachments are allowed
    • Whether infinite ammo is enabled
    • Whether teams are locked
    • Whether friendly fire is enabled
These follow the same structure as Match Parameters, but they don't affect round flow, only how combat plays out once the match begins.​
  • Attachment Choices- A list of weapon mods that players are allowed to equip if attachments are enabled in the rules. Each entry includes:
    • Item Short Name - Internal short name of the item (e.g. "weapon.mod.holosight").
    • Display Name - The name shown to players in the UI dropdown (e.g. "Holo Sight").
    • Players can choose from these before each round starts, if attachments are allowed. If not, they're stripped on respawn.
  • Blue Team Kits and Red Team Kits- Lists of available gear sets for each team. Each gear set includes:
    • Internal Name - It must match a gear set name defined in the Gear Core plugin.
    • Display Name - Friendly name shown in the UI (e.g. "AK Kit"). If omitted, the internal name is used and formatted.
    • These kits are swappable by the leader from the Arena Management panel (Gear tab).The currently active kit is shown with a gold highlight.
  • Default Blue Kit and Default Red Kit - The internal name of the gear set each team will use by default when the match begins. Players will automatically receive this kit when they join a team, unless the leader changes it.

  • Blue Spawn Points, Red Spawn Points, Spectator Spawn Points - Lists of spawn point definitions used when players spawn or respawn in the arena.
    Each spawn point has:
    • Id - A string ID like "001", "002", etc., used for identifying and removing.
    • Position - The world position where the player is placed (or randomized around).
    • Rotation - The direction the player will face on spawn.
    • Radius - If greater than 0, the player will spawn randomly somewhere in a circle around the center.
    • LeashRadius - How far the player can move before the round starts. Used to prevent early wandering. Set to 0 to disable.
Author
VisEntities
License duration
Unlimited
Price
39.99 USD
First release
Last update

Ratings

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Parent plugin

Also by VisEntities

Latest updates

  1. 1.1.0

    Fixed issue where players spawned without gear after a round reset. Leash radius now defaults to...
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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