Remote Console Commands

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This guide covers settings that can be reached through the in-game console (bound to F1 by default). While there are more console commands possible, these are the most commonly used and useful ones.

Using The Console

Logging In As Admin

All commands will require login with the admin password first (see Server Hosting for how to set the server_admin_password). You only need to log on once per session (i.e. each time you reconnect to a server, but not on map rotation). The command to login is below and is case sensitive.

rc login <server_admin_password>

If you don’t see any console output confirming the login, hit F1 a couple of times to close and reopen the console.

Sending Remote Commands

All commands are prefixed with rc to distinguish them from console commands that run on your local game only. For example, rc help prints the list of rc commands and some descriptive help text. If you just type help you would only get the local console commands rather than the remote commands.

The console also has auto completion by pressing Tab for most commands (if not all arguments). This means that you can type a partial command, hit Tab, and it will complete the rest of the command up to the point where there is no ambiguity. This is handy if you can only remember the start of the command, or to correct the case used for commands as the console is case sensitive.

Examples:

  1. Typing rc set drawFir and pressing Tab will automatically expand the command to read rc set drawFirearmTrajectories
  2. Typing rc carbonPlayers force and pressing Tab will automatically expand the command to read rc carbonPlayers forceInput as it cannot choose between forceInputRotation or forceInputAxis.

Sending Multiple Commands Per Line

If you want to run multiple commands in a single line, they can be issued with a semi-colon (;) separating each command, as below:

rc <command1>; <command2>; <command3>; <command4>

For example, to broadcast a message to begin fighting, turn off god mode, and enable firing as separate commands, you would have to enter the following lines:

rc broadcast Begin your fight!
rc set characterGodMode 1
rc set allowFiring true

To issue this as a single line command, you would write it as:

rc broadcast Begin your fight!;set characterGodMode 1;set allowFiring true

Delayed Execution Commands

If you want to run a command at a specific time in the current map, you can issue a delayed command to run at a specified time. This takes the format:

rc delayed <time> <command>

The time parameter is issued in seconds, and will activate when the in-game clock reaches the specified time. So a time of 300 will activate when the clock hits 5:00. Multiple commands can be queued up in this way to activate at a set time. On servers with unlimited clocks, the time will never be reached so the command will activate immediately.

For example, if you want to issue the All Charge command in a linebattle at the 8 minute mark, with a warning at 10:00, you could use the commands:

rc delayed 600 broadcast All charge at 08:00
rc delayed 480 broadcast All Charge!  No Firing!
rc delayed 480 set allowFiring false

Console Commands

Some commands take arguments that determine how they behave. You've already seen one example of this - the server_admin_password above is an argument to the login command. Another would be setting God Mode on the servers.

rc set characterGodMode 1 Enables god mode, the argument is 1.

rc set characterGodMode 0 Disables god mode, the argument is 0.

Where commands take arguments, they will be listed in angle brackets (<argument>). In some cases, arguments are optional. These will be surrounded by square brackets ([<optionalArgument>]). Where more than one optional argument is available, all arguments up to the desired argument must be given.

e.g. For a command of the form rc command <argument1> [<optional1>] [<optional2>] [<optional3>], to use <optional2>, we must also provide <optional1>. Arguments will be listed in the form argument (type): description, where argument is the name of the argument, type indicates the form the argument takes, and finally a description of the argument. Possible types of argument are:

String: Any amount of text
Boolean: true or false
Integer: A non-floating point number (i.e. no decimals)
Float: A floating point number (i.e. has decimals)
List: A specific list of options that will be provided (e.g. faction choices of British, Prussian, or French)

Notes:

  • Some arguments will require numbers representing a position or rotation. These can be worked out in game by typing get in the console to give the current player's position and rotation.
  • Some arguments will require the ID of a player. This is visible in the Admin/Mute Players Window (reached by pressing P by default), or by using the command rc playerlist.
  • All remote commands can be added into your Server Configuration file for each map rotation, so you can automatically run commands when the map is selected. For example, you may want to always spawn 100 bots on a certain map for training purposes.

Top Level Commands

Command Description Arguments
game <MapName> <mapRotationIndexToOverload> [<GameMode> <AttackerFaction> <DefendingFaction>] Change level to <MapName> using the settings defined in <mapRotationIndexToOverload>.

Optional overloads <GameMode>, <AttackerFaction> and <DefendingFaction>.

e.g. rc game BlackForest 2

  • MapName (String): Name of the map, same as in a server config file
  • <mapRotationIndexToOverload> (Integer): map rotation number
  • GameMode (String): game mode to use (optional)
  • AttackerFaction (String): attacking faction to use (optional)
  • DefendingFaction (String): defending faction to use (optional)
help [<command>] Display help text about console commands

e.g. rc help get

command (String): Optionally provide another command name to get further help on that specific command.
broadcast <message> Send an admin message to all players on the server (can also be done in Admin chat with /bc <message>)

e.g. rc broadcast Live at 18:30

message (String): The text you want to broadcast. Subsequent calls to this will immediately replace the current message.
carbonPlayers <command> [<arguments>] Bot controls. For more details see the section on Bot Commands See the section on Bot Commands
cls Clear the console. Useful if you're recording and want to clear your admin password before starting. N/A
fileReloader <fileType> Allows reloading of server configuration files without a server reboot. Useful for refreshing ban lists or tweaking map rotations.

e.g. rc fileReloader serverConfigFile

fileType (List): One of the following options.
  • serverConfigFile: The Server Configuration file
  • blackWhiteLists: The blacklist / whitelist
  • bannedPlayers: Banned players file
  • mutePlayersVoip: The VOIP muted players file
  • mutePlayersChat: The chat muted players file
  • all: Loads all but the Server Configuration.
get [<variable>] Fetches the value of a server setting (or all values if no variable provided). See Configuration Variables

e.g. rc get characterGodMode

variable (List): See Configuration Variables
mapRotation <index> Switches to the map configuration specified in the Server Configuration file.

e.g. rc mapRotation 1

index (Integer): The number of the rotation to switch to. The first in the file is 1, the second 2, etc.
playerlist [mode] List the players connected to the server mode (String): One of the following options:
  • connected: (default) List players that are connected to the server (both spawned and not spawned in)
  • ingame: List players that are currently mid-round (spawned in)
  • not-ingame: List players who aren't in-game (not spawned in, not on scoreboard)
scorelog Prints out a score log including a list of who killed who N/A
serverAdmin <command> <ID> Server admin commands. All generally accessible through the in-game "P" menu.

e.g. rc serverAdmin slay 14

command (List): One of the following commands.
  • ban
  • kick
  • chatMute
  • chatUnmute
  • voipMute
  • voipUnmute
  • permChatMute
  • permVoipMute
  • slay
  • slap
  • say

ID (Integer): The ID of the player to affect

set <variable> <value> Sets the value of a server setting. See Configuration Variables

e.g. rc set characterGodMode 1

variable (List): See Configuration Variables

value (?): The value and its type will depend on the variable used.

teleport <target/s> <destination> Teleports a specified player / set of players to another position on the map.

e.g. rc teleport me 200.5,11.1,435

target/s (Integer): The ID of the player

OR

target/s (String): Either me, all, defending, or attacking

destination (Floats): The X,Y,Z co-ordinate in space for the teleport - the Y co-ordinate is height, so try to drop them gently!

OR

destination (String): Can be set to me to spawn on the player

emplacementLimit <emplacement> <side> <limit> Sets the number of emplacements of a particular type that are buildable for each team emplacement (List): An Emplacement Type

side (List): Either attacking or defending

limit (Integer): The limit to set

restart <parameter> Restarts the server based on a parameter parameter (List): Either status, now, or cancel
vehiclesSpawn <numhorses> [<faction>] [<cavalryClass>] Spawns riderless horses numhorses (Integer): The number to spawn

faction (List): British, French, or Prussian

cavalryClass (List): Dragoon or Hussar

vehiclesDespawn <ID> Despawn a horse ID' (Integer): The ID of the horse to despawn.
vehiclesManager <command> [<arguments>] Server management for spawned horses (similar to bot controls) See section on Horse Bot Commands

Configuration Variables

There are a number of server-side variables that can be tweaked which affect how the game behaves. These generally carry over between map rotations, so once they're set they can only be reset manually or by restarting the server. A recommendation for server owners would be to add the appropriate commands to set defaults into their starter map rotation (such as Training Grounds) so that they can restore the settings without a restart. See Server Configuration for how to do this.

Typing rc get will list the full set of variables and their current values. The ones listed below are those likely to be of use to server admins.

As of version 0.38, all settings below can be reset to their default values by issuing the command rc set default. This is useful to insert into specific map rotations as an easy reset.

Game Settings

Command Description Arguments Default
default Resets all settings to default. Does not take an argument N/A
characterGodMode <setting> GOD MODE for characters setting (List): 0 to enable, 1 to enable for all players, 2 to enable for attackers, 3 to enable for defenders 0
allowFriendlyDamageDefences <enable> If enabled, friendly players may destroy the emplacements created by their own faction enable (Boolean): true to enable, false to disable false
characterFallDamageEnabled <enable> Toggles players' fall damage enable (Boolean): true to enable, false to disable true
forceFirstPersonMode <enable> Toggles forced first person mode enable (Boolean): true to enable, false to disable false
allowFiring <enable> Toggles the ability for players to shoot with firearms enable (Boolean): true to enable, false to disable true
allowArtyFiring <enable> Toggles the ability for players to shoot artillery enable (Boolean): true to enable, false to disable true
meleeArenaAllowShooting <enable> Toggles the ability for players to shoot with firearms in meleearena enable (Boolean): true to enable, false to disable false
drawCannonPathTrajectories <enable> Draw Cannon Path Trajectories enable (Boolean): true to enable, false to disable false
drawFirearmTrajectories <enable> Broadcasts debug info to the clients when a player shoots a firearm. If you want to clear existing trajectories, get people to shoot into the ground in first person (i.e. bury the trajectories) before turning off. enable (Boolean): true to enable, false to disable false
broadcastMeleeDebugDataStrikeInfo <enable> Broadcasts hit info for the melee debug data to debug melee strikes enable (Boolean): true to enable, false to disable false
allowPreviewAnimations <enable> Allows usage of the preview animations on the clients (dance, etc...) enable (Boolean): true to enable, false to disable false
lanternsAsProjectiles <enable> Allows usage of hand held lanterns as artillery projectiles enable (Boolean): true to enable, false to disable false
maxDistanceAllowedForHealing <distance> Specifies the max distance for surgeon heals distance (Float): The healing distance 2
fullPlayerHealingProcessTime Specifies the full time in seconds for a full healing process to finish time (Float): The time in seconds 10
voiceChatEnabled <enable> Specifies whether voice chat is enabled or not enable (Boolean): true to enable, false to disable true
voiceChatEnabled <faction> Specifies whether voice chat is enabled for a certain faction enable (faction): Attacking to enable for attackers only, Defending to enable for defenders only. Both
voiceChat3D <enable> Specifies the spatial settings of the Voice Chat players enable (Boolean): true to enable, false to disable true
attackingFactionMaterialPoints <materials> Set the material points for the attacking faction (for Sapper building) materials (Integer): The number of materials to assign 50
defendingFactionMaterialPoints <materials> Set the material points for the defending faction (for Sapper building) materials (Integer): The number of materials to assign 50
spawnSectionsCapturable <enable> Toggles the ability to make spawn capture points capturable enable (Boolean): true to enable, false to disable true
autoWeatherRotation <enable> Specifies whether the server switches the weather automatically at random intervals enable (Boolean): true to enable, false to disable false
characterRespawnTime Instructs the clients to change the respawn time. If lower than 5 may still show a 5s progress bar. time (Float): The time in seconds 5
characterDynamicRespawnTime Instructs the clients to change the respawn time. This also affects tents and table respawn times, unlike characterRespawnTime. time (Float): The time in seconds 5
explosionScaleMultiplier <multiplier> Specifies the explosion scale multiplier multiplier (Float): A multiplier value 1
ragdollForceMultiplier <multiplier> Specifies the ragdoll effects multiplier multiplier (Float): A multiplier value 1
orderSystemEnabled <enable> Toggles the officer order system. Defaults to true. enable (Boolean): true to enable, false to disable true
instantBuildMode <enable> Toggles instant emplacement building. enable (Boolean): true to enable, false to disable true
crouchToStrikeDelay Set minimum delay between going from crouch to melee strike (Default: 0.1 = transition time from crouch to combat stance). time (Float): The time in seconds 0.1
characterMeleeBlockToIdleDelay The duration it takes for a pressed block to return to idle ('block lingering')
characterMeleeBlockLingerToStrikeMinDelay The duration after which you are allowed to exit 'block lingering' to perform a strike (default 0.05). Lower to make feints quicker, increase to slow down feinting. time (Float): The time in seconds
characterMeleeBlockToBlockWindow Time window in which you are allowed to directly switch to a block after letting go off another block. time (Float): The time in seconds
characterMeleeHitOpponentStunTime The duration of a melee hit stun time (Float): The time in seconds
show_serverperformance_warning <enable> Toggles the server performance indicators. enable (Boolean): true to enable, false to disable true
roundEndPlayerWin <playerID> Forces a round to end with a win condition on a certain player.
roundEndFactionWin <faction> [<reason>] Forces a round to end with a win condition on a certain faction. faction (list): Faction name

reason (list): Check your reason is valid for current gamemode.

meeleeArenaRoundEndFactionWin <faction> Forces a round in melee arena mode to end with a win condition on a certain faction. faction (list): Faction name
shouldUnlockMouse <enable> client side command, toggles displaying the mouse cursor (disabling camera controls while this is set to true) enable (Boolean): true to enable, false to disable
longRangeHeadshotDamage Set the amount of damage headshots deal on long range. 0 = none, 1.0 = all health (instant kill/default). Long Range = 150*m or beyond. Multiplier (float): Normalized range of 0 to 1 1.0
revealFaction Reveals a faction on the minimap enable (faction): Attacking to enable for attackers only, Defending to enable for defenders only. false

Cavalry Management

Command Description Arguments Default
vehicleHorseForAll <enable> Allows all characters to ride horses enable (Boolean): true to enable, false to disable false
vehicleHorseForOfficer <enable> Allows officers to ride horses enable (Boolean): true to enable, false to disable false
useSpecialHorseVariants <enable> Spawn the holiest of horses enable (Boolean): true to enable, false to disable false
secondsToPassAfterDismounted Despawn time for a horse after the death/dismount of his rider. time (Float): The time in seconds 30
secondsSpawnedBeforeDespawn Defines the time a horse needs to have been alive before it gets despawned. time (Float): The time in seconds 60
secondsToPassAfterHealthUpdated Defines the time required to pass before a horse is despawned after it has been damaged. If the timer was at 5 seconds, it will reset back to the defined time. time (Float): The time in seconds 15
vehicleAllowCollisionSlowdown <enable> If the horse hits another obstacle (tree/wall/rock/other horse) should the horse slow down/stop. enable (Boolean): true to enable, false to disable true
vehicleAllowDamageRearing <enable> If the horse is hit by damage should the horse do the rearing animation enable (Boolean): true to enable, false to disable true
vehicleAllowDamageSlowdown <enable> If the horse is hit by damage, should the horse be slowed down enable (Boolean): true to enable, false to disable true
vehicleDamageResistanceMultiplier Scales the damage to the horse from any damage source multiplier (float): A multiplier value 1
vehicleAirForwardMultiplier Multiplier for the jump forward of the horses multiplier (float): A multiplier value 0.8
vehicleJumpHeightMultiplier Multiplier for the jump height of the horses. multiplier (float): A multiplier value 1.3

Character Movement

Command Description Arguments Default
characterJumpForce <force> The jump force of the characters force (Float): A multiplier value 1
characterRunSpeed <multiplier> The run speed of the characters (multiplies with below options) multiplier (Float): A multiplier value 1
characterRunForwardSpeed <multiplier> The forward run speed of the characters multiplier (Float): A multiplier value 1
characterRunStrafeSpeed <multiplier> The strafe run speed of the characters multiplier (Float): A multiplier value 1
characterRunBackwardsSpeed <multiplier> The backwards run speed of the characters multiplier (Float): A multiplier value 1
characterWalkSpeed <multiplier> The walk speed of the characters (multiplies with below options). This will also apply when walking while holding objects (e.g. ammo boxes) multiplier (Float): A multiplier value 1
characterWalkForwardSpeed <multiplier> The forward walk speed of the characters multiplier (Float): A multiplier value 1
characterWalkStrafeSpeed <multiplier> The strafe walk speed of the characters multiplier (Float): A multiplier value 1
characterWalkBackwardsSpeed <multiplier> The backwards walk speed of the characters multiplier (Float): A multiplier value 1
ladderMoverSpeedMultiplier <multiplier> Multiplies ladder mover speed multiplier (Float): A multiplier value 1
ladderMoverRotationMultiplier <multiplier> Multiplies ladder mover rotation multiplier (Float): A multiplier value 1
rocketMoverSpeedMultiplier <multiplier> Multiplies rocket mover speed multiplier (Float): A multiplier value 1
rocketMoverRotationMultiplier <multiplier> Multiplies rocket mover rotation multiplier (Float): A multiplier value 1

Weapons

Command Description Arguments Default
characterInfiniteFirearmAmmo <enable> Toggles infinite firearm ammo for testing purposes enable (Boolean): true to enable, false to disable false
characterWeaponDamageScale <scale> Sets the scale of the damage that weapons do (NOT CURRENTLY WORKING) scale (Float): A multiplier value 1
characterWeaponApplyHorizontalDeviation <enable> Specifies whether the firearm weapons apply horizontal deviation enable (Boolean): true to enable, false to disable true
characterWeaponFirearmApplyDrop <enable> Specifies whether hand weapons can damage DamageableObjects (does not appear to be implemented) enable (Boolean): true to enable, false to disable true
characterWeaponInfiniteRange Toggles infinite firearm ranges for testing purposes or custom gamemodes enable (Boolean): true to enable, false to disable false
characterMeleeBlockStunTime The duration of a melee block stun time (Float): The time in seconds 0.8
characterMeleeWeaponReleaseTime The delay of a melee attack time (Float): The time in seconds -1
characterMeleeHitOpponentStunTime The duration of a melee hit stun time (Float): The time in seconds 0.35
characterMeleeInterruptedStunTime The duration of a melee interrupted stun time (Float): The time in seconds 0.4
characterMaimedTime The duration of a maim time (Float): The time in seconds 1.5
characterMaimedMovementTime The duration of a maim movement time (Float): The time in seconds 0.45
meleeChambering <enable> Toggles melee chambering enable (Boolean): true to enable, false to disable true
allowBlocking <enable> Make it possible to disable melee blocks enable (Boolean): true to enable, false to disable true
allowWeaponHoldSwapOverride <enable> Server administrators are now able to allow players to change to another weapon direction while blocking is disabled. enable (Boolean): true to enable, false to disable false
characterExplosiveFirearms <enable> Enables or disables the ability for firearms to shoot exploading projectiles. enable (Boolean): true to enable, false to disable

Melee Kicks

Command Description Arguments Default
characterSecondaryAttackMaimedTime The duration of a maim from secondary attack (shove/kick) time (Float): The time in seconds 0.45
characterSecondaryAttackTime The duration of a secondary attack duration time (Float): The time in seconds 0.85
characterSecondaryAttackCooldownDuration The duration of the cooldown between secondary attacks time (Float): The time in seconds 1
characterSecondaryAttackForce The distance the opponent will be pushed by a secondary attack multiplier (Float): A multiplier value 8.5
characterSecondaryAttackLaunchAngle The launch angle of a secondary attack multiplier (Float): A multiplier value 0
characterSecondaryAttackRange The range of a secondary attack multiplier (Float): A multiplier value 0.75
characterSecondaryAttackKickbackDuration The duration of the kickback from a secondary attack multiplier (Float): A multiplier value 0.22
characterSecondaryAttackWindupTime The duration of the windup of a secondary attack multiplier (Float): A multiplier value 0.3
characterSecondaryAttackWinddownTime The duration of the winddown of a secondary attack multiplier (Float): A multiplier value 0.3
characterSecondaryAttackStagger Toggles whether Secondary attacks stagger the opponent enable (Boolean): true to enable, false to disable -

Artillery

Command Description Arguments Default
cannonMoverSpeedMultiplier <multiplier> Multiplies cannon mover speed multiplier (Float): A multiplier value 1
cannonMoverRotationMultiplier <multiplier> Multiplies cannon mover rotation multiplier (Float): A multiplier value 1
cannonRecoilSpeedMultiplier <multiplier> Multiplies cannon recoil speed multiplier (Float): A multiplier value 1
cannonLoadingSpeedMultiplier <multiplier> Multiplies cannon loading, ramming, and pushing speed multiplier (Float): A multiplier value 1
allowAmmoSelectorUIDebugShow <enable> Allows players to use the debugging ammo selector panel. This is bound to O by default and will open an instant artillery ammo selection panel. enable (Boolean): true to enable, false to disable false
pathProjectileVelocity <value> Sets the path velocity of the rocket projectile with given input value (Float): Value to set 145
rocketProjectileVelocity <value> Sets the velocity of the rocket projectile with given input value (Float): Value to set 22
rocketProjectileGravity <value> Change gravity of the rocket value (Float): Value to set 40
rocketProjectileDamageRadius <value> The radius of the rocket projectile's impact value (Float): Value to set 3
rocketProjectileRandomizedInterval <value> The frequency of random positioning of the projectile in seconds value (Float): Value to set 2
rocketProjectileDeviation <value> Set a positive value that can be used to randomize the flight deviation value (Float): Value to set 5
mortarProjectileDamageRadius <value> Set a positive value that can be used for mortar aoe damage value (Float): Value to set 3.5
mortarProjectileVelocity <value> Set a positive value that can be used for mortar projectile velocity value (Float): Value to set 60
artyProjectileBounceSpeedReduction <value> Set a positive value that can be used for bounce slowdowns value (Float): Value to set 0.666

Naval

Command Description Arguments Default
shipDrivingFieldsScale <scale> Specifies the scale of the fields that are used when driving ships. Multiplies their speed. scale (Float): A multiplier value 1
shipFlyMode <enable> Interplentary travel! Enable ships to fly. enable (Boolean): true to enable, false to disable false
windDirectionAffectsShipSpeed <enable> Specifies whether the wind direction affects the speed of the ships enable (Boolean): true to enable, false to disable true
rowboatSpawnHoldInteractionTime Rowboat spawning action duration time (Float): The time in seconds 5
rowboatSpawnHoldInteractionTimeWhileSinking Rowboat spawning action duration while sinking time (Float): The time in seconds 0.5
rowboatCooldownBetweenSpawns Rowboat spawning delay between spawns time (Float): The time in seconds 120
rowboatCooldownBetweenSpawnsWhileSinking Rowboat spawning delay between spawns while sinking time (Float): The time in seconds 5
shipSailWindUnitMultiplier <multiplier> Wind affect potency on the sails multiplier multiplier (Float): A multiplier value 1
rowboatCooldownBetweenSpawns The time it takes for the cooldown of spawning rowboats to end time (Float): The time in seconds 120
gunboatCooldownBetweenSpawns The time it takes for the cooldown of spawning a Steamboat MG to end time (Float): The time in seconds 120
steamboat2GunCooldownBetweenSpawns The time it takes for the cooldown of spawning a Steamboat 2-Gun to end time (Float): The time in seconds 120
allowShipStealing <enable> Allow the enemy to steer enemy ships enable (Boolean): true to enable, false to disable false
autoKillableBoatCooldownTimer Time it takes for rowboats and gunboats to destroy themselves after no player interaction time (Float): The time in seconds 60
renderOcean <enable> Toggles the ocean rendering enable (Boolean): true to enable, false to disable true

Weather Settings

These settings will allow you to change the time of day and weather of the current map. All weather and time of day are combined into presets.

Weather presets may only be used on maps that fit their theme, for example you cannot use sand presets, on snow or forest maps. Modmap may use all presets.

These commands should be prefixed with rc nature.

e.g. To set the wind direction to North, rc nature wind North

Command Description Arguments
preset <name> Set the weather to one of the defined presets name (List): The name of the preset to select from the list here
wind <value> [<transitionTime>] Set the direction of the wind Z (Does not appear to do much at the moment) value (List): One of North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest

transitionTime (Float): The length of time in s for the change to happen over (defaults to 0s)

Weather Presets
  • Forest_Clear_Day
  • Forest_Clear_Dawn
  • Forest_Clear_Night
  • Forest_Rain_Day
  • Forest_Rain_Dawn
  • Forest_Rain_Night
  • Forest_Storm
  • Forest_Dark_Night
  • Snow_Snowing_Day
  • Snow_Snowing_Dawn
  • Snow_Snowing_Night
  • Snow_Snowstorm
  • Snow_Dark_Night
  • Sand_Clear_Day
  • Sand_Clear_Dawn
  • Sand_Clear_Night
  • Sand_Sandstorm
  • City_Clear_Day
  • City_Clear_Dawn
  • City_Clear_Night
  • City_Rain_Day
  • City_Rain_Dawn
  • City_Rain_Night
  • City_Storm
Frontlines Weather Presets
  • Frontlines_Forest_Clear_Day
  • Frontlines_Forest_Clear_Night
  • Frontlines_Forest_Clear_Dawn
  • Frontlines_Forest_Rain_Day
  • Frontlines_Forest_Rain_Night
  • Frontlines_Forest_Rain_Dawn
  • Frontlines_Forest_Storm
  • Frontlines_Snow_Clear_Da
  • Frontlines_Snow_Clear_Night
  • Frontlines_Snow_Clear_Dawn
  • Frontlines_Snow_Snowing_Day
  • Frontlines_Snow_Snowing_Night
  • Frontlines_Snow_Snowing_Dawn
  • Frontlines_Snow_Snowstorm
  • Frontlines_Ocean_Clear_Dawn
  • Frontlines_Ocean_Clear_Day
  • Frontlines_Ocean_Clear_Night
  • Frontlines_Ocean_Rain_Dawn
  • Frontlines_Ocean_Rain_Day
  • Frontlines_Ocean_Rain_Night
  • Frontlines_Ocean_Storm
  • Frontlines_Sand_Clear_Dawn
  • Frontlines_Sand_Clear_Day
  • Frontlines_Sand_Clear_Night
  • Frontlines_Sand_Sandstorm
  • Frontlines_Forest_Dark_Night
  • Frontlines_Snow_Dark_Night
  • Frontlines_Ocean_Dark_Night
  • Frontlines_City_Clear_Day
  • Frontlines_City_Clear_Night
  • Frontlines_City_Clear_Dawn
  • Frontlines_City_Rain_Day
  • Frontlines_City_Rain_Night
  • Frontlines_City_Rain_Dawn
  • Frontlines_City_Storm
  • Frontlines_Trench_Clear_Day
  • Frontlines_Trench_Clear_Night
  • Frontlines_Trench_Clear_Dawn
  • Frontlines_Trench_Rain_Day
  • Frontlines_Trench_Rain_Night
  • Frontlines_Trench_Rain_Dawn
  • Frontlines_Trench_Storm
  • Frontlines_Trench_Dark_Night,

Bot Commands

Holdfast has some fairly dumb bots. While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill. All commands are prefixed with rc carbonPlayers . Note that most commands apply to all bots, except where a bot could literally not follow the command (non-flagbearers switching to a BearingFlag for example). e.g. To spawn 50 bots you would issue the command rc carbonPlayers spawn 50.

Most commands require prerequisites such as "be close to the object/horse/player", have line of sight, or be the correct class.

Bot commands
Command Description Arguments
spawn <number> [<interval>] Spawn a number of bots on the server. Bots spawn (and respawn) as random classes and factions distributed across spawn points. number (Integer): The number of bots to spawn interval (Integer): Seconds between each spawn. Defaults to 0.
spawnSpecific <faction> <class> [<name>] [<regiment tag>] [<uniform id>] Spawns a specific bot. Name needs to have no spaces, regiment requires someone from that regiment to be in the server
disperse Randomly disperse bots over the map N/A
join Join all of the bots in the centre of the map N/A
ignoreAutoControls <enable> Toggles whether the bots will use the auto controls or be controlled directly through a script mod Used by modding
forceInputAxis <enable> [<playerId>] Toggles whether the bots shuffle around randomly, or respond to the value set by inputAxis enable (boolean): true to enable, false to disable
forceInputRotation <enable> [<playerId>] Toggles whether the bots spin around randomly, or respond to the value set by inputRotation enable (boolean): true to enable, false to disable
inputAxis <sideways> <forwards> [<playerId>] Sets the movement inputs for ALL bots sideways (Float): The amount of strafe input in the range -1 to +1. Positive is to the right.

forwards (Float): The amount of forward/backward input in the range -1 to +1. Positive is forwards.

inputRotation <rotation> [<playerId>] Sets the direction for ALL bots to face direction (Float): The direction in degrees taken from North. i.e. 90 is East, 180 South, etc.

Use get to see your character's current rotation.

playerAction <action> [<playerId>] Tells all bots, or a specific bot, to take a certain action action (List): See the list of actions.

Some actions require multiple actions in a sequence to take effect.

Example: rc carbonPlayers playerAction StartGestureAnimation PlayerGesturePray

switchWeapon [<weapon>] [<playerId>] Tell all bots to switch to this weapon (if they have it in their loadout) weapon (List): See the list of weapons.

With no argument will switch between fists and firearm.

switchNextWeapon [<playerId>] Tell all bots to switch to their next weapon in their loadout N/A
autoWeaponSwitchToggle <enable> [<playerId>] Tell all bots to auto switch their weapons N/A
voicePhrase <phrase> [<playerId>] Bots will shout this phrase phrase (List): See the list of voice phrases.
randomVoicePhrase [<playerId>] Bots will each shout a random phrase N/A
equipCarryableItem <carryableObjectType> [<playerId>] [<inworldItemId>] Bots will equip a carryable object carryableObjectType : See the List of carryable objects.

inworldItemId is an optional field if you want to carry an existent inworld item (like an ammobox that will be placed when dropped).

pitch <value> [<playerId>] Bots will pitch towards the value. Used for aiming and melee attacks. value ranges from -1.5 (downmost) to 2 (upmost).
yaw <value> [<playerId>] Bots will twist their body towards the value. Used on horses. value ranges from -90 to 90 degrees.
setRunning <enable> [<playerId>] Bots will toggle their run mode. N/A
startHealing <healerId> <targetPlayerId> Specific bot will try start healing someone else N/A
stopHealing <healerId> Specific bot will stop healing whoever he is currently healing N/A
instrumentPlay <playerId> <instrumentType> <songId> Specific bot starts playing a song instrumentType : See the List of Instrument Types, songId : See the List of Songs
instrumentStop <playerId> Specifies a bot to stop playing whatever song he's playing N/A
interactableObject <playerId> <itemId> <shipId> <interactionType> <transitionId> Allows a bot to interact with an inworld object use the non-rc command "set showDebugInteractionSystem <enable>" to see details on what actions are. Get the InteractionType and TransitionID by mounting the object and pressing f2. Look for the "Activation Type" and the "Transition Index" at the end. Get off the object and press f2 and use the new values to get them off.
interactableObjectUpdateCannon <playerId> <itemId> <shipId> <xAimRot> <yAimRot> Allows a bot to update an interaction xAimRot, yAimRot are floats
interactableObjectUpdateMovingCannon <playerId> <itemId> <shipId> <xAimRot> <yAimRot> <xMoveRot> <pos> <rot> Allows a bot to update an interaction xAimRot, yAimRot, xMoveRot are floats. pos, rot are Vector3's written in the "x,y,z" format ie "0,0,0" as one string.
interactableObjectUpdateMovingLadder <playerId> <itemId> <shipId> <pos> <rot> <xMoveRot> <visual pos> <visual rot> Allows a bot to update an interaction xMoveRot is a float. pos, rot, visual pos, visual rot are Vector3's written in the "x,y,z" format ie "0,0,0" as one string.
interactableObjectUpdateMovingRocket <playerId> <itemId> <shipId> <xAimRot> <yAimRot> <xMoveRot> <pos> <rot> <visual pos> <visual rot> Allows a bot to update an interaction xAimRot, yAimRot, xMoveRot are floats. pos, rot, visual pos, visual rot are Vector3's written in the "x,y,z" format ie "0,0,0" as one string.
mountVehicle <playerId> <vehicleId> [<mountTriggerId>] Allows a bot to mount a vehicle use the non-rc command "set showDebugVehicleSystem <enable>" to see details on what horse id's are.
dismountVehicle <playerId> Allows a bot to dismount a vehicle N/A
highCommandOrder <playerId> <highCommandOrderType> <bot position> <rotation y> Allows a bot to create an order highCommandOrderType: See the List of Officer and Sergeant orders.
sapperChangeMode <playerId> <sapperMode> Allows a bot to change his sapper build/deconstruct mode sapperMode : See the List of sapper build modes.
sapperBuildItem <playerId> <emplacementType> <position> <rotation> <parentId> <socketId> Allows a bot to build a sapper object emplacementType : See the List of sapper emplacement types.

use the non-rc command "set showDebugInteractionSystem <enable>" and "set showDebugEmplacementSystem <enable>" to understand the system.

Horse Commands

These commands will override ALL horses on the server, not just non-player horses.

Holdfast has some fairly dumb bots. While they won't put up a fight, they are useful for testing ranges, or just satisfying your need to kill. All commands are prefixed with rc vehiclesManager.

e.g. To set horse speed you would issue the command rc vehiclesManager cappedSpeed 2; vehiclesManager forceCappedSpeed true.

Command Description Arguments
forceInputAxis <enable> [<vehicleId>] Toggles whether the horses respond to the value set by inputAxis enable (boolean): true to enable, false to disable
inputAxis <sideways> <forwards> [<vehicleId>] Sets the movement inputs for ALL horses sideways (Float): The amount of rotation input in the range -1 to +1. Positive is to the right.

forwards (Float): The amount of forward/backward input in the range -1 to +1. Positive is forwards.

interval (Integer): Seconds between each spawn. Defaults to 0.

forceCappedSpeed <enable> [<vehicleId>] Force a capped speed enable (boolean): true to enable, false to disable
cappedSpeed <speed> [<vehicleId>] Sets the capped speed speed (float): The speed to set
forceRandomInputAxis <enable> [<vehicleId>] Toggles whether the horses input should be set randomly by forcedRandomInputAxisIntervalX and forcedRandomInputAxisIntervalY enable (boolean): true to enable, false to disable
forcedRandomInputAxisIntervalX <interval> [<vehicleId>] Sets the time interval between randomly choosing a X-axis (left/right) input interval (Float): The time in seconds between changes.
forcedRandomInputAxisIntervalY <interval> [<vehicleId>] Sets the time interval between randomly choosing a Y-axis (forward/backward) input interval (Float): The time in seconds between changes.
jumpAction [<vehicleId>] Requests a horse to jump N/A
rearAction [<vehicleId>] Requests a horse to rear N/A
listVehicles Lists all active horses N/A

Naval

Command Description Arguments
shiplist List all spawned ships N/A
spawnships <ShipType> <number> <Faction> [<colorvariation>] [<shipnameindex>] Spawns a number of ships for the given faction. If no faction specified, will randomly choose between British and French shiptype (List): A defined Ship Type

number (Integer): The number of ships to spawn

faction (List): Either British or French

color variation (Integer): Determines the ship's color

shipnameindex (Integer): Sets the ships name

removeShips <ID> Remove ships from the game selection (List): Either all or the ID of the specific ship to remove

Updates

A quick reference of new/changed commands for Holdfast releases

Version 0.40 - 17th December 2019

  • Multiple changes for Cavalry

Version 0.38 - 11th October 2019

  • Added "default" command for resetting server

Version 0.37 - 20th September 2019

  • Added ability to issue multiple commands
  • Added delayed commands
  • Added allowFiring

Version 0.36 - 18th September 2019

  • Added forceFirstPersonMode

Version 0.34 - 23rd August 2019

  • Added secondary attack options
  • Improved teleport command

Version 0.33 - 26th July 2019

  • Added highPingIndicatorWarning setting
  • Added orderSystemEnabled setting