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Frequently Asked Questions
It could be possible that SCXPM has maxed out storage capacity. AngelScript has a limitation that restricts how big the storage folder can get. Once this limit is reached, SCXPM can no longer write data, even when write permissions are granted by the operating system. Luckily, said limit can be increased with the as_file_size_quota CVar. The default limit is 32, which should be more than enough for most cases. However, if needed, you can increase the CVar on your server.cfg until SCXPM stops complaining about it.
This is intentional, the repository will only contain the plugin itself. If you wish to make use of level up sounds and the like, you will have to provide the assets yourself.
AngelScript’s DateTime class on Linux is broken. I’ve reported this bug all the way back on January 2021 but as of May 2026, it is still unfixed. Because of this, I had to implement a custom workaround to keep internal clocks working on both Linux and Windows.
Unfortunately, this workaround does not know if you are running under Linux or Windows, and must be told manually. By default, SCXPM will assume that you are running under Windows, and your local timezone is set to UTC-3.
To adjust this, open the SCXPM.as file with an editor of your choice, then go to line 38. If you are running under Linux, set this variable to true. Otherwise, if you are on Windows, keep this line to false and move to line 41, then set the variable to your local timezone.
Once changes are done, reload the plugin with the as_reloadplugin "SCXPM" console command. Must be executed from the server console.
If you are looking for a powerful 1,800 level SCXPM: IT’S NOT HERE. If you really want players to be that overpowered then edit the code and buff up the skills yourself.
This SCXPM has been nerfed to prevent it from breaking every map out there, which is one of the reasons of why this plugin is so hated. Don’t give the SC community more reasons to hate this plugin (and you) even more.
Rule of thumb is to be cautious, as some maps needs such monsters to work properly. However, if it makes no difference whenever such monster is on the map or not, then you have two choices:
If you don’t know how to use ripent/bspguy, consider removing the map from your maplist. Don’t let unfaithful players abuse the map for easy XP.
If you do know how to use ripent/bspguy you can either remove the monster entity entirely, or set the monster’s pev->takedamage to DAMAGE_NO with a trigger_changevalue. The latter is preferred as it will prevent XP whoring while at the same time leaving the map (nearly) unmodified. You can also use an external script, if you are feeling fancy.
All default achievements contain a “hidden” requirement that players must met to unlock the achievements. The requirement is score-based. This hidden objective has been put in place to prevent players from unlocking the achievement by doing “absolutely nothing”. I mean, it’s an achievement for crying out loud! If you want to unlock it put some effort into it!
Absolutely, see the achievements page.
Sure! SCXPM contains an internal scxpm_force_handicap entity, which you can use to force one or more handicaps on players. The basic gist of it is to put the entity somewhere on the map, and give it a name (set a targetname). Players that activate this entity (the !activator entity is player) will have the selected handicaps forced upon them.
The handicaps to enable are set in the entity’s spawnflags. Let me give you a table for your ease:
| Handicap | Spawnflags |
|---|---|
| Medical Phobia | 1 |
| Obsolete Technology | 2 |
| Nitrogen Blood | 4 |
| Karmic Retribution | 8 |
| Realism | 16 |
| Big Explosion | 32 |
| Limited Equipment | 64 |
| Dead Weight | 128 |
| Lacking Help | 256 |
| Friendly Fire | 512 |
| Lost Bullets | 1024 |
| Weak Restart | 2048 |
| Dangerous Waters | 4096 |
| Bleeding View | 8192 |
| Health Crisis | 16384 |
To activate multiple handicaps, simply combine the spawnflags - ie: A spawnflags value of 3 means that both Medical Phobia and Obsolete Technology will be activated.
A forced handicap, of course, cannot be disabled by the player. Since this is a forced handicap, this means that it will have its effect even if the map disables handicaps. You will want to surprise players with this.
Yes. SCXPM will listen for ext_* keyvalues on the player. Use trigger_changevalue to set them. These keyvalues are:
$i_ext_xp Use this to give XP to a player.
$i_ext_medals Ditto for medals.
$i_ext_expamp XP Multiplier level. Needs to be 2 or greater. 2 is 2x XP, 3 is 3x XP, etc.
$i_ext_amptime Multiplier time. Defaults to 60 if unspecified.
$s_ext_permaincrease XP Modifier name that will be shown in the menu.
$s_ext_permastring XP Modifier description when inspected. Use \n to go to the next line.
$i_ext_permavalue +X% XP Gain. X is the value of this keyvalue. Can be negative. 0 will transform this XP Modifier into an honorific mention.
There are 5 custom entities worth mentioning that you can add to your maps. These allow you to change a few SCXPM settings on-the-fly.
All entities requires a targetname to spawn. They will self-delete on their own if they have no name.
This is used to change the map’s XP gain.
| spawnflags | # |
|---|---|
| Only Once | 1 |
new_xpgain New XP gain to use. 0 to disable leveling.
This is used to change skills behaviour.
| spawnflags | # |
|---|---|
| Only Once | 1 |
| Warn Players | 2 |
trigger_after_use Trigger an entity after this entity was used.
| skill_mode | # |
|---|---|
| No Skills | 1 |
| No Anti-Gravity | 2 |
| ON/OFF Handicaps | 4 |
Examples:
0 will enable skills, anti-gravity and allow handicaps.
1 will disable skills and handicaps.
2 will enable skills, but disables anti-gravity.
4 will enable skills and anti-gravity, but disables handicaps.
5 will disable skills, but enables handicaps.
6 will enable skills, but disables anti-gravity and handicaps.
Toggles Mirror Friendly Fire on or off.
| spawnflags | # |
|---|---|
| Only Once | 1 |
| Warn Players | 2 |
trigger_after_use Trigger an entity after this entity was used.
trigger_after_on Additional entity to trigger after MFF was ENABLED.
trigger_after_off Additional ntity to trigger after MFF was DISABLED.
Hides or Shows the SCXPM HUD. Supports USE_TYPE.
If this entity has no name, it will automatically trigger, then remove itself.
Enables simulation mode.
Simulation Mode is an special mode that sets everyones level to X. This level is not saved and the original player level will be restored on map end.
WARNING: Once simulation mode is active, it cannot be turned off until map end.
| spawnflags | # |
|---|---|
| Warn Players | 1 |
level Starting level to set to all players.