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Arcades & Admin Panel ​

Use /brawladmin to place arcade banks, inspect live sessions, and look up player records. The panel opens in-game; close the arcade game before opening it.

Permissions ​

Defaults in configs/shared/admin.lua:

SettingDefaultPurpose
CommandbrawladminOpens the panel.
Groupgroup.adminGranted panel access and editing on startup.
ViewGroupfalseOptional group with view-only access.
EditAcesd_brawl.editPermission required for changes.

Your admins must already belong to the configured ACE group. To grant a separate existing group access explicitly, use:

cfg
add_ace group.mod command.brawladmin allow
add_ace group.mod sd_brawl.edit allow

Omit the second line for read-only panel access. If you change Command or EditAce, update the corresponding ACE names too. The separate diagnostic commands remain restricted to group.admin; see Commands.

Panel Sections ​

SectionUse it for
OverviewCheck live arcade activity and resource status.
ArcadesPlace, move, rename, resize, clear, reset, or remove arcade banks.
PlayersSearch online or saved characters and inspect their records. This is a read-only view.

Player lookup supports names, SD- friend codes, and character identifiers. It is not a tool for granting currency, editing ranks, or changing statistics.

Place an Arcade ​

  1. Open Arcades and create a new arcade.
  2. Choose a name and 1–4 cabinets for the bank.
  3. Enter placement mode and position the cabinet preview.
  4. Adjust rotation and spacing for the room, then confirm.
  5. Test approaching each cabinet and opening the arcade as a player.

One cabinet seats one human. A bank shares a casual lobby, so two cabinets allow two humans in that local lobby; CPUs can fill the remaining fighter slots. Parties and competitive matchmaking have their own cross-location flow.

Placement Controls ​

InputAction
Left mouseGrab a placement gizmo handle.
W / RMove / rotate tool.
QSwitch local/world orientation.
Mouse wheelTurn; hold Shift for 15° steps or Ctrl for 1° steps.
Hold right mouseLook around.
GToggle cursor mode.
XToggle snapping.
TToggle sticking to the ground.
Left AltDrop to ground.
Arrow keys / Page Up / Page DownNudge the placement.
Ctrl+Z / Ctrl+YUndo / redo.
Enter / BackspaceConfirm / cancel.

Placement precision, reach, spacing, and snap steps live in admin.lua. Check both the front and rear of the bank for walls, doors, and player access before confirming.

Configured vs Saved Arcades ​

  • Config arcades come from configs/shared/cabinets.lua.
  • Edited arcades have a saved override of a configured bank.
  • Placed arcades were created in the panel.

Changes persist in sd_brawl_arcades. A saved override takes precedence over the config file, so editing coordinates in Lua will not move an overridden bank until you reset its saved override. Removing a configured arcade records a saved removal rather than deleting your Lua entry; restore it through the panel when needed.

Configured seats are dropped to the ground when spawned. Admin placement preserves the saved placement, which is useful for precise interior positioning.

Busy arcades

Occupied banks cannot be moved, shrunk, reset, or deleted. Wait for players to leave, or use Clear to close their sessions and void an active match. Clearing interrupts play and follows the wager refund rules. Labels and blips can be changed without moving the bank.

Configure Locations in Lua ​

Run /brawl_here in-game while standing where a cabinet should be, facing the direction its screen should face. It copies a vec4 to your clipboard and prints it to the server console. Use that value in a group like this:

lua
{
    id = 'delperro_pier',
    label = 'Del Perro Pier Arcade',
    seats = {
        vec4(-1628.00, -1075.00, 13.02, 37.0),
        vec4(-1628.76, -1075.57, 13.02, 37.0),
    },
    blip = true,
},

Use unique, stable group IDs and real coordinates from your map. blip can be true for the default style, false for no blip, or a table of overrides. The full example is in cabinets.lua.

Model and Camera ​

configs/client/props.lua controls model selection, spawn distance, target range, standing animation, and the entrance camera. The custom model is sd_brawl_arcade; keep that asset name even though the resource is called sd-smashdown.

The physical cabinet's idle screen is black. Opening the target interaction launches the game UI. If you substitute another cabinet model, check the entrance camera and screen alignment against that model's dimensions.