Remote Console Commands
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 donât 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:
- Typing
rc set drawFir
and pressingTab
will automatically expand the command to readrc set drawFirearmTrajectories
- Typing
rc carbonPlayers force
and pressingTab
will automatically expand the command to readrc carbonPlayers forceInput
as it cannot choose betweenforceInputRotation
orforceInputAxis
.
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 commandrc 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. |
|
help [<command>] | Display help text about console commands
e.g. |
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. |
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. |
fileType (List): One of the following options.
|
get [<variable>] | Fetches the value of a server setting (or all values if no variable provided). See Configuration Variables
e.g. |
variable (List): See Configuration Variables |
mapRotation <index> | Switches to the map configuration specified in the Server Configuration file.
e.g. |
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:
|
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. |
command (List): One of the following commands.
ID (Integer): The ID of the player to affect |
set <variable> <value> | Sets the value of a server setting. See Configuration Variables
e.g. |
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. |
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 |
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_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 |
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: |
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 |
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