How a game works
Lobby, roles, difficulties, modules, communication and end of game.
#The lobby
- Talk to the ped (E) to sign up.
- The lobby leader (the first player to sign up) can change the difficulty in the menu.
- With
Config.AutoStart = true, the game starts automatically when 3 players are in the lobby, afterConfig.AutoStartDelayseconds (15 by default). Config.AdminOnlyStart = truereserves starting for staff.
A lobby player who moves more than Config.LobbyLeaveDistance (60 m) away from the ped is removed from the lobby. /banana quitter lets you leave at any time.
#The roles
The three players sit around a table, the bomb in the centre.
| Role | What they do |
|---|---|
| Blind | Only sees silhouettes, but is the only one who can handle the bomb (E) |
| Deaf | Sees everything (colours, timer, serial number) but cannot hear the others: they read aloud |
| Mute | Cannot see the bomb and cannot speak, but is the only one with the manual and hears everyone. They communicate by gestures |
Each player only receives their own role's information: the solution stays server-side.
#Briefing and arming
Each role's briefing stays on screen until all 3 players have clicked “Understood”. The bomb only arms at that point (otherwise /banana quitter).
#Modules
Between 3 and 7 modules depending on difficulty: wires, button, braille plate, symbols, switches, dials, sound.
#Difficulties
Default values (editable in Config.Difficulties):
| Difficulty | Modules | Time | Tolerated mistakes |
|---|---|---|---|
| Easy | 3 | 360 s | 3 |
| Normal (default) | 4 | 360 s | 3 |
| Hard | 5 | 300 s | 2 |
| Expert | 7 | 420 s | 2 |
#Communicating
- The deaf player reads aloud what they see; the mute player hears it.
- The mute player answers with gestures (G key): numbers, actions (CUT, PRESS, HOLD, RELEASE, UP, DOWN, SUBMIT), answers (YES, NO, ?, STOP, WAIT), colours. Gestures appear as a bubble above their head and in the HUD, visible to the deaf and mute players, not the blind one.
- Slap the nearest teammate: H.
- Text chat is not blocked: remind players of the honour rule.
The default gesture bubbles are written in French (COUPE, APPUIE, OUI, NON…). Edit the text and name fields in Config.Gestures to translate them.
#During the game
- A player who moves more than
Config.LeashDistance(25 m) away is put back. - During the game, the phone (lb-phone) is disabled, the pma-voice radio cut and calls hung up (
Config.BlockComms). Everything is restored at the end (the radio must be switched back on). - A player who is dead before the game is revived through the framework's ambulance event (
Bridge.revive).
#End of game
- Victory: every module defused before the timer ends.
- Defeat: timer at zero or too many mistakes. The detonation is a local screen effect, shake and sound: no real explosion.
- An end screen shows for
Config.EndDelayseconds (8 by default), then players are sent back.