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\= Server Configuration Files =
+
=Server Configuration Files=
\[\[File\:Hfconfig.png|thumb|right|Example Configuration File]]
+
[[File:Hfconfig.png|thumb|right|Example Configuration File]]
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation. There are three types of line in a configuration file:
 
  
* **Setting lines** — of the form <code>\<setting> \<value></code>.
+
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation. There are three types of lines:
* **Comment lines** — starting with a <code>#</code> character. Ignored by the server.
+
* Setting lines: <code>&lt;setting&gt; &lt;value&gt;</code> – the important ones.
* **Empty lines** — purely for spacing. Ignored by the server.
+
* Comment lines: starting with <code>#</code> – ignored; good for notes and saved rotations.
 +
* Empty lines: spacing only – ignored.
  
The usual layout: server-wide settings at the top, followed by one or more map rotations. Examples are included with the server download (see \[\[Server Hosting|Server Hosting]]).
+
The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see [[Server_Hosting|Server Hosting]]).
  
\= Server-Wide Settings =
+
==Server-Wide Settings==
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.
+
These define how the server shows up to players, how it talks to the server browser, and basic restrictions.
 
 
First up are the **port** settings. These are mandatory, and all must be unique per server instance on the same box.
 
  
 +
'''Ports''' – all '''must be unique per instance''' on the same machine:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
server_port 20100
 
server_port 20100
Line 20: Line 19:
 
</nowiki></pre>
 
</nowiki></pre>
  
Next are the settings defining how the server displays to players:
+
'''Display & access:'''
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
server_name New Server - Army Battlefield
 
server_name New Server - Army Battlefield
Line 32: Line 30:
 
</nowiki></pre>
 
</nowiki></pre>
  
The optional <code>server\_password</code> can remain commented out. The <code>server\_admin\_password</code> is used for \[\[Remote Console Commands|Remote Console Commands]]. The intro title/body define the join popup. The <code>server\_region</code> values are:
+
* <code>server_password</code> is optional (leave commented to keep the server public).
 
+
* <code>server_admin_password</code> is used for [[Remote_Console_Commands|Remote Console Commands]].
{| class="wikitable sortable"
+
* <code>server_intro_*</code> shows a join popup.
 
 
| ! Region !! Also accepted |  |                  |
 
| ------------------------- | - | ---------------- |
 
| europe                    |  |                  |
 
| -                        |  |                  |
 
| usa                      |  | usaeast, usawest |
 
| -                        |  |                  |
 
| australia                |  |                  |
 
| -                        |  |                  |
 
| china                    |  |                  |
 
| -                        |  |                  |
 
| japan                    |  |                  |
 
| -                        |  |                  |
 
| russia                    |  |                  |
 
| -                        |  |                  |
 
| southkorea                |  |                  |
 
| -                        |  |                  |
 
| brazil                    |  |                  |
 
| }                        |  |                  |
 
 
 
The **broadcast mode** determines network utilisation for close-range combat.
 
{| class="wikitable sortable"
 
 
 
| ! Parameter !! Usage |  |                                                                                                          |
 
| -------------------- | - | -------------------------------------------------------------------------------------------------------- |
 
| LowBandwidth        |  | Reduced packet rate on close-range (high player count). Default.                                        |
 
| -                    |  |                                                                                                          |
 
| HighAccuracy        |  | Increased packet rate on close-range (low player count).                                                |
 
| -                    |  |                                                                                                          |
 
| Balanced            |  | In-between LowBandwidth and HighAccuracy. Playable on big servers with good hardware.                    |
 
| -                    |  |                                                                                                          |
 
| UltraHighAccuracy    |  | Slightly less intensive than RealTime; recommended only for Melee; supports higher counts than RealTime. |
 
| -                    |  |                                                                                                          |
 
| Realtime            |  | Even higher bandwidth than HighAccuracy; only for small-count Melee Arena.                               |
 
| }                    |  |                                                                                                          |
 
| Example:            |  |                                                                                                          |
 
  
<pre class="hf-code"><nowiki>
+
'''Server regions''' (shown in the browser):
network_broadcast_mode LowBandwidth
+
{| class="wikitable"
</nowiki></pre>
+
! Region codes
 +
|-
 +
| europe || usa || usaeast || usawest || australia
 +
|-
 +
| china || japan || russia || southkorea || brazil
 +
|}
  
Artillery respawn timers (seconds). Defaults are 120s (2 minutes):
+
'''Broadcast mode''' – network usage focus for close-range combat:
 +
{| class="wikitable"
 +
! Parameter !! Usage
 +
|-
 +
| Standard || Reduced packet rate on close range (high player count). Default.
 +
|-
 +
| Competitive || Highest bandwidth; use only for Melee Arena with lower player counts. (Max of 64 players)
 +
|}
 +
Example:
 +
<pre class="hf-code"><nowiki>network_broadcast_mode Standard</nowiki></pre>
  
 +
'''Artillery respawn (seconds). Defaults are 120s:'''
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
artillery_fieldgun_respawn_timer 120
 
artillery_fieldgun_respawn_timer 120
Line 83: Line 60:
 
</nowiki></pre>
 
</nowiki></pre>
  
Enable the anti-griefing mechanics for artillery pieces:
+
'''Artillery dynamic spawns'''
  
<pre class="hf-code"><nowiki>
+
Artillery dynamic spawns are setup for official maps, these are mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to "block" the piece from being used. You can obtain the dynamic spawn ids from the server log when the map loads. Section ids always start from 0
antigriefing_enabled false
+
{| class="wikitable"
</nowiki></pre>
+
! ArtilleryType !! Usage
 
+
|-
Population thresholds for low/medium/high player count map buckets (defaults below):
+
| FieldGun || Spawns 9PDR
 +
|-
 +
| Howitzer || Spawns Howitzer
 +
|-
 +
|RocketLauncher
 +
|Spawns Rocket Launcher
 +
|-
 +
|Mortar
 +
|Spawns Motar
 +
|-
 +
|None
 +
|Nothing spawns
 +
|-
 +
|Random
 +
|Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.
 +
|-
 +
|RandomSymmetric
 +
|Spawns random artillery piece, artillery spawn sections that share the same RandomSymetric ID will spawn the same artillery piece.
 +
|}
 +
<pre class="hf-code"><nowiki>artillery_spawn_override <slotId> <ArtilleryType></nowiki></pre>
  
 +
'''Population thresholds''' (gate maps by player counts):
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
population_low_min_players 30
 
population_low_min_players 30
Line 97: Line 94:
 
</nowiki></pre>
 
</nowiki></pre>
  
Toggle performance warnings:
+
'''Warnings & rotation randomization:'''
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
show_serverperformance_warning true
 
show_serverperformance_warning true
</nowiki></pre>
 
 
Start on a random rotation entry:
 
 
<pre class="hf-code"><nowiki>
 
 
map_rotation_start_randomise true
 
map_rotation_start_randomise true
 
</nowiki></pre>
 
</nowiki></pre>
  
Capture requirements for Conquest/Frontlines (by pop bucket):
+
'''Objective capture (Conquest/flag modes):'''
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
conquest_stealthcap_reqplayers_verylow 0
 
conquest_stealthcap_reqplayers_verylow 0
Line 118: Line 108:
 
</nowiki></pre>
 
</nowiki></pre>
  
\== Frontlines specific commands ==
+
==Frontlines specific commands==
Use this to set the game **type** to Frontlines (defaults to <code>false</code>). \[\[File\:Frontlines Config Example.png|thumb|Example Frontlines config]]
+
Use this to set the game type to Frontlines (defaults to false).
 +
[[File:Frontlines Config Example.png|thumb|Example frontlines config]]
 +
<pre class="hf-code"><nowiki>frontlines_mode true</nowiki></pre>
  
<pre class="hf-code"><nowiki>
+
== Auto Shutdown/Restart System ==
frontlines_mode true
+
An auto-shutdown and auto-restart system can be configured in the config or via the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.
</nowiki></pre>
 
  
\== Auto Shutdown/Restart System ==
+
=== Auto Shutdown ===
An auto-shutdown and auto-restart system can be configured either in the config file or using the \[[https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM](https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM) VapuriLoadTester] launcher.
+
The server can shut itself down after a set number of minutes (doesn’t require VLT). VLT helper also closes on shutdown.
  
\=== Auto Shutdown ===
+
Define the interval:
The game server can shut itself down after a specified number of minutes. This also closes the VLT helper program upon shutdown.
+
<pre class="hf-code"><nowiki>server_autoshutdown_interval_minutes 240</nowiki></pre>
 
 
Define the time after which the server will shut down (minutes):
 
 
 
<pre class="hf-code"><nowiki>
 
server_autoshutdown_interval_minutes 240
 
</nowiki></pre>
 
  
Shutdown does **not** wait for round end once <code>interval + overtime</code> elapses. Ensure players are warned via broadcasts:
+
If the round is still running, the server won’t wait; it proceeds after ''interval + overtime''. Make sure players get warned.
 +
<pre class="hf-code"><nowiki>server_autoshutdown_overtime_minutes 10</nowiki></pre>
  
 +
Broadcast message and frequency:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
server_autoshutdown_overtime_minutes 10
 
 
server_autoshutdown_broadcasted_message Server will be shutting down.
 
server_autoshutdown_broadcasted_message Server will be shutting down.
 
server_autoshutdown_broadcasted_message_interval_minutes 2
 
server_autoshutdown_broadcasted_message_interval_minutes 2
 
</nowiki></pre>
 
</nowiki></pre>
  
\=== Auto Restart ===
+
=== Auto Restart ===
The server can restart itself every X minutes. This **does** wait for the round to complete unless overtime is exceeded.
+
Restarts the server every N minutes (doesn’t require VLT). It waits for round end unless overtime is hit.
 +
 
 +
Interval:
 +
<pre class="hf-code"><nowiki>server_autorestart_interval_minutes 320</nowiki></pre>
  
 +
Overtime and messaging:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
server_autorestart_interval_minutes 320
 
 
server_autorestart_overtime_minutes 10
 
server_autorestart_overtime_minutes 10
 
server_autorestart_broadcasted_message Auto restart at the end of the round.
 
server_autorestart_broadcasted_message Auto restart at the end of the round.
Line 155: Line 144:
 
</nowiki></pre>
 
</nowiki></pre>
  
\= Map Rotations =
+
=Map Rotations=
Studying the example config files bundled with the server is the best way to understand rotations. Additionally, Big Mamba has compiled a list of AGS-made configuration files: \[[https://github.com/ankit2951/holdfast-config](https://github.com/ankit2951/holdfast-config) here].
+
A number of example configs ship with the server files. Big Mamba also compiled AGS examples: [https://github.com/ankit2951/holdfast-config here].
 
 
\== Basic Map Settings ==
 
'''In Progress'''
 
  
 +
==Basic Map Settings==
 +
'''In Progress''' – common per-rotation keys:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
map_name
 
map_name
Line 194: Line 182:
 
</nowiki></pre>
 
</nowiki></pre>
  
Spawn wave timers (defaults shown). <code>vehicle</code> applies to Cavalry; <code>dynamic</code> for Frontlines tables:
+
Spawn wave timers (defaults shown). ''vehicle'' = Cavalry; ''dynamic'' = Frontlines tables.
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
wave_spawn_time_seconds 10
 
wave_spawn_time_seconds 10
Line 203: Line 190:
  
 
Spawn immunity (max 5s):
 
Spawn immunity (max 5s):
 +
<pre class="hf-code"><nowiki>spawn_immunity_timer 5</nowiki></pre>
  
<pre class="hf-code"><nowiki>
+
== Melee Arena Settings ==
spawn_immunity_timer 5
+
First round grace to let players load/spawn:
</nowiki></pre>
+
<pre class="hf-code"><nowiki>round_spawn_close_timer_seconds 45</nowiki></pre>
 
+
Subsequent rounds:
\=== Melee Arena Settings ===
+
<pre class="hf-code"><nowiki>round_spawn_close_timer_seconds_between_rounds 15</nowiki></pre>
First-round spawn window (allow time for initial load):
 
 
 
<pre class="hf-code"><nowiki>
 
round_spawn_close_timer_seconds 45
 
</nowiki></pre>
 
 
 
Between-round spawn window (shorter for flow):
 
 
 
<pre class="hf-code"><nowiki>
 
round_spawn_close_timer_seconds_between_rounds 15
 
</nowiki></pre>
 
 
 
 
Rounds to win:
 
Rounds to win:
 +
<pre class="hf-code"><nowiki>amount_of_rounds 50</nowiki></pre>
  
<pre class="hf-code"><nowiki>
+
===Maps===
amount_of_rounds 50
+
Visit [[Maps|Maps]] or [[Server Configuration Enums|Server Configuration Enums]] for a full list of all maps.
</nowiki></pre>
 
 
 
\=== Maps ===
 
Visit \[\[Maps|Maps]] or \[\[Server Configuration Enums|Server Configuration Enums]] for a full list of Holdfast maps.
 
 
 
\== Officer Orders ==
 
Enable/disable the officers order system.
 
 
 
<pre class="hf-code"><nowiki>
 
class_system_orders <true/false>
 
</nowiki></pre>
 
 
 
Enable/disable the officers reinforcement system (flag in NaW; table in Frontlines).
 
 
 
<pre class="hf-code"><nowiki>
 
class_system_orders_reinforce <true/false>
 
</nowiki></pre>
 
  
 +
==Officer orders==
 +
Enable/disable officer orders system:
 +
<pre class="hf-code"><nowiki>class_system_orders <true/false></nowiki></pre>
 +
Enable/disable reinforcement system (flag in NaW, table in Frontlines):
 +
<pre class="hf-code"><nowiki>class_system_orders_reinforce <true/false></nowiki></pre>
 
Reinforcement cooldown (seconds):
 
Reinforcement cooldown (seconds):
 +
<pre class="hf-code"><nowiki>class_system_orders_reinforce_cooldown 240</nowiki></pre>
 +
Spawn limit on placed flag (set to -1 on Frontlines):
 +
<pre class="hf-code"><nowiki>class_system_orders_reinforce_limit 25</nowiki></pre>
  
<pre class="hf-code"><nowiki>
+
Cooldowns (seconds):
class_system_orders_reinforce_cooldown 240
 
</nowiki></pre>
 
 
 
Reinforcement spawn count per flag (set to <code>-1</code> for Frontlines):
 
 
 
<pre class="hf-code"><nowiki>
 
class_system_orders_reinforce_limit 25
 
</nowiki></pre>
 
 
 
Cooldowns (seconds) for leading abilities:
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
class_system_orders_reinforce_cooldown
 
class_system_orders_reinforce_cooldown
Line 275: Line 232:
 
</nowiki></pre>
 
</nowiki></pre>
  
\== Conquest config ==
+
==Conquest config==
These options also affect Frontlines "Offensive".
+
(Also applies to Frontlines **Offensive**.)
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
conquest_tick_reward 3
 
conquest_tick_reward 3
Line 286: Line 242:
 
</nowiki></pre>
 
</nowiki></pre>
  
\== Weather and time of day ==
+
==Weather and time of day==
Set the weather/time preset active on map load. <code>none</code> = random pool of valid presets for map type.
+
Preset on map load (set to <code>none</code> for random valid presets):
 +
<pre class="hf-code"><nowiki>nature_preset none</nowiki></pre>
  
<pre class="hf-code"><nowiki>
+
==Friendly fire==
nature_preset none
+
Enable FF:
</nowiki></pre>
+
<pre class="hf-code"><nowiki>friendly_fire <true/false></nowiki></pre>
 
+
Melee “bounce” when FF is off:
\== Friendly fire ==
+
<pre class="hf-code"><nowiki>friendly_fire_melee_bounce <true/false></nowiki></pre>
Enable friendly fire?
+
Reflect % of FF damage back to attacker:
 
+
<pre class="hf-code"><nowiki>damage_split 50</nowiki></pre>
<pre class="hf-code"><nowiki>
 
friendly_fire <true/false>
 
</nowiki></pre>
 
  
Melee bounce when FF disabled (true = weapon collides with friendlies):
+
==Frontlines==
 +
Domination time (Offensive):
 +
<pre class="hf-code"><nowiki>frontline_offensive_domination_duration_seconds 120</nowiki></pre>
  
 +
Capture point override:
 +
<pre class="hf-code"><nowiki>capture_point_override <objective> <num_respawns> <time_for_1_person_to_capture> <max_people_affecting_time></nowiki></pre>
 +
Example:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
friendly_fire_melee_bounce <true/false>
 
</nowiki></pre>
 
 
Reflect a percentage of FF damage back to attacker:
 
 
<pre class="hf-code"><nowiki>
 
damage_split 50
 
</nowiki></pre>
 
 
\== Frontlines ==
 
Time (seconds) to domination loss in Offensive mode:
 
 
<pre class="hf-code"><nowiki>
 
frontline_offensive_domination_duration_seconds 120
 
</nowiki></pre>
 
 
Capture point overrides:
 
 
<pre class="hf-code"><nowiki>
 
capture_point_override <objective> <num_respawns> <time_for_1_person_to_capture> <max_people_affecting_time>
 
# Examples
 
 
capture_point_override A 150 30 1
 
capture_point_override A 150 30 1
 
capture_point_override B 175 30 1
 
capture_point_override B 175 30 1
Line 330: Line 268:
 
</nowiki></pre>
 
</nowiki></pre>
  
\= Automatic Console Commands =
+
==Automatic Console Commands==
You can issue any \[\[Remote Console Commands|RC commands]] at the start of a rotation to reset defaults, spawn bots, or set up scenarios.
+
You can issue any [[Remote_Console_Commands|RCON]] at rotation start to reset defaults, spawn bots, or stage scenarios.
 
 
\= Override Commands =
 
Server administrators can customise roleplay scenarios via server-side overrides: class limits, spawnable classes, weapon/equipment selection, props/artillery per rotation, etc.
 
  
<div class="mw-collapsible mw-collapsed">
+
<div class="mw-collapsible">
; '''Land — Class Limit Override On Spawn Points'''
+
; '''Override Commands'''
Spawn override commands define which classes appear on which spawn locations and their limits. (Note: replaces existing classes on that spawn.)
+
Server administrators can craft RP scenarios: limits per class, spawn lists per point, starting equipment, racks, props, artillery, etc.
  
\[\[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Riflemen]]
+
=== Land ===
 +
====Class Limit Override On Spawn Points====
 +
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Riflemen]]
 +
;<code>spawn_override &lt;Spawn Point&gt; &lt;[[Server_Configuration_Enums#Class|Class]]&gt; &lt;Class Limit&gt;</code>
 +
* <code>&lt;Spawn Point&gt;</code> = A/B/C… (see spawn menu)
 +
* Overwrites the classes available at that point.
  
 +
Example (200 Carpenters vs 200 Riflemen):
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
# Example — 1 team 200 Carpenter, the other 200 Rifleman
+
# Override Commands
 
spawn_override A Carpenter 200
 
spawn_override A Carpenter 200
 
spawn_override B Rifleman 200
 
spawn_override B Rifleman 200
 
</nowiki></pre>
 
</nowiki></pre>
  
'''Exclusive modded uniforms'''
+
'''exclusive_modded_uniforms''' – restrict to mod uniforms:
Limit spawns to modded uniforms only:
+
<pre class="hf-code"><nowiki>exclusive_modded_uniforms british french</nowiki></pre>
  
 +
'''Starting Weapon Override'''
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
exclusive_modded_uniforms british french
+
starting_weapons_selection_override <Faction> <Class> <MaxFirearms> <MaxMelee> <WeaponClass1>* <WeaponClass2>* <WeaponClass3>*
 
</nowiki></pre>
 
</nowiki></pre>
 
+
Multiple types in a slot: separate with commas.
<i>Place after <code>!map\_rotation start</code> and before <code>!map\_rotation end</code>.</i>
+
Example:
 
 
; '''Starting Weapon Override'''
 
Define starting weapons per faction/class (multiple per slot allowed via commas). Place within a rotation.
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
# Examples
+
# Override Commands
 
starting_weapons_selection_override British Grenadier 4 2 Rifle
 
starting_weapons_selection_override British Grenadier 4 2 Rifle
 
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol
 
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol
Line 367: Line 305:
  
 
'''Starting Weapon Bayonet Override'''
 
'''Starting Weapon Bayonet Override'''
 +
<pre class="hf-code"><nowiki>starting_weapons_bayonet_enabled <Faction> <Class> <true/false></nowiki></pre>
  
 +
'''Firearm Ammo Override'''
 +
<pre class="hf-code"><nowiki>firearm_ammo_override <Faction> <Class> <Firearm> <StartingAmmo> <LoadedInBarrel> <MaxCarry></nowiki></pre>
 +
Example:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
starting_weapons_bayonet_enabled <Faction> <Class> <true/false>
+
# Override Commands
</nowiki></pre>
 
 
 
; '''Firearm Ammo Override'''
 
Per firearm, per class:
 
 
 
<pre class="hf-code"><nowiki>
 
# Examples
 
 
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0
 
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0
 
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1
 
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1
Line 382: Line 317:
  
 
'''Weapon Class Ammo Override'''
 
'''Weapon Class Ammo Override'''
Apply the same values to an entire weapon class:
+
<pre class="hf-code"><nowiki>weapon_class_ammo_override <Faction> <Class> <WeaponClass> <StartingAmmo> <LoadedInBarrel> <MaxCarry></nowiki></pre>
  
 +
'''Sapper Buildable Defences – Limits'''
 +
<pre class="hf-code"><nowiki>sappers_buildlimit <EmplacementType> <attacking|defending> <Limit></nowiki></pre>
 +
Example:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
weapon_class_ammo_override <Faction> <Class> <WeaponClass> <Starting> <Loaded> <MaxCarry>
+
# Sapper Configuration Commands
 +
sappers_buildlimit ExplosiveBarrel defending 0
 
</nowiki></pre>
 
</nowiki></pre>
  
; '''Sapper Buildable Defences — Limits & Materials'''
+
'''Sapper Starting Materials'''
Disable/limit emplacements or set starting materials:
+
<pre class="hf-code"><nowiki>
 
+
sappers_attacking_starting_materials <MaterialLimit>
 +
sappers_defending_starting_materials <MaterialLimit>
 +
</nowiki></pre>
 +
Example:
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
# Disable explosives for defenders
+
# Sapper Configuration Commands
sappers_buildlimit ExplosiveBarrel defending 0
 
# Starting materials
 
 
sappers_attacking_starting_materials 50
 
sappers_attacking_starting_materials 50
 
sappers_defending_starting_materials 200
 
sappers_defending_starting_materials 200
 
</nowiki></pre>
 
</nowiki></pre>
  
; '''Spawn Overrides (Land)'''
+
'''Spawn Overrides (land)'''
Add or replace spawn points depending on the game type. Use <code>get playerPosition</code> and <code>get playerRotation</code> in the console to capture coordinates.
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
objects_override spawnsection <PosXYZ> <RotXYZ> <ID>,<Spawn_Name>,<Category>,<Side>,<SizeX>,<SizeY>
+
objects_override spawnsection <Position> <Rotation> <ID>,<Spawn_Name>,<Category>,<Attacking|Defending|Neutral>,<SizeX>,<SizeY>
 
</nowiki></pre>
 
</nowiki></pre>
 +
Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.
  
</div>
+
=== Naval ===
 
+
====Class Limit Override On Ships====
<div class="mw-collapsible mw-collapsed">
+
<pre class="hf-code"><nowiki>ships_spawn_detail_override <ShipType> <Faction> <Class> <ClassLimit></nowiki></pre>
; '''Naval — Class Limits, Spawns, Health, Spacemode, Ship Spawns'''
+
Example:
Allow army classes on ships, define ship spawns, adjust health, enable flight, and set custom ship spawn locations.
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
# Class limits per ship type
+
# Override Commands
 
ships_spawn_detail_override Frigate50gun British Rifleman 200
 
ships_spawn_detail_override Frigate50gun British Rifleman 200
 
ships_spawn_detail_override Frigate50gun French  Rifleman 200
 
ships_spawn_detail_override Frigate50gun French  Rifleman 200
 +
</nowiki></pre>
  
# Spawning & presets (use ships_preset 37 before custom spawns)
+
====Ship Spawning & Custom Ship Presets====
 +
Set <code>ships_preset 37</code> first, then:
 +
<pre class="hf-code"><nowiki>ships_spawn <ShipType> <Amount> <Faction> <Color> <ShipName></nowiki></pre>
 +
Example:
 +
<pre class="hf-code"><nowiki>
 +
# Override Commands
 
ships_preset 37
 
ships_preset 37
 
ships_spawn Frigate50gun 1 British 0
 
ships_spawn Frigate50gun 1 British 0
ships_spawn Rocketboat 10 French 4
+
ships_spawn Rocketboat 10 French 4
 +
</nowiki></pre>
  
# Health overrides
+
====Health Override For Ships====
 +
<pre class="hf-code"><nowiki>ships_health_detail_override <ShipType> <Faction> <HP></nowiki></pre>
 +
Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500.
 +
Example:
 +
<pre class="hf-code"><nowiki>
 +
# Override Commands
 
ships_health_detail_override Frigate50gun British 20000
 
ships_health_detail_override Frigate50gun British 20000
ships_health_detail_override Frigate50gun French 70
+
ships_health_detail_override Frigate50gun French 70
 +
</nowiki></pre>
  
# Flight mode (fun)
+
====Ship Spacemode====
ships_spacemode true
+
<pre class="hf-code"><nowiki>ships_spacemode true</nowiki></pre>
 
 
# Spawn overrides (ocean maps)
 
objects_override shipspawnsection <PosXYZ> <RotXYZ>
 
</nowiki></pre>
 
  
 +
====Spawn Overrides (naval)====
 +
<pre class="hf-code"><nowiki>objects_override shipspawnsection <Position> <Rotation></nowiki></pre>
 
</div>
 
</div>
  
\= Map Voting =
+
===Object Override===
\== Basics ==
+
Objects can be added following [[Map_Editing#Positioning|Map Editing]].
Enable and configure map voting in the global section (not inside rotations):
 
  
 +
=Map Voting=
 +
<div class="mw-collapsible">
 +
==Basics==
 +
Global settings (not in a rotation):
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
map_voting_enabled true
 
map_voting_enabled true
Line 444: Line 395:
 
map_voting_allow_same_map false
 
map_voting_allow_same_map false
 
map_voting_history_count 3
 
map_voting_history_count 3
 +
map_voting_max_choices 3
 
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege
 
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege
 
map_voting_log_file_path logs_output/mapvotinglogs.txt
 
map_voting_log_file_path logs_output/mapvotinglogs.txt
 
</nowiki></pre>
 
</nowiki></pre>
  
\==== Parameter notes ====
+
==Help my map can't be voted for==
 
+
Per-rotation flags (buckets by player count & mode). Set all to <code>false</code> to ignore; set all to <code>true</code> to allow regardless of count.
* <code>map\_voting\_duration</code> — seconds the vote remains open.
 
* <code>map\_voting\_allow\_same\_map</code> — can the same map appear again (e.g., RandomWaters with different configs).
 
* <code>map\_voting\_history\_count</code> — how long since a map was played before it’s eligible again.
 
* <code>map\_voting\_gameplay\_modes</code> — which modes are eligible (repeats allowed to weight).
 
* <code>map\_voting\_log\_file\_path</code> — optional logging target.
 
 
 
\== Help my map can’t be voted ==
 
Maps are bucketed by player count and mode. To hide a map from voting set all buckets to <code>false</code>. To enable broadly, set all to <code>true</code> (or leave commented).
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
population_verylow_playable  <true/false>
 
population_verylow_playable  <true/false>
Line 465: Line 408:
 
population_high_playable    <true/false>
 
population_high_playable    <true/false>
 
</nowiki></pre>
 
</nowiki></pre>
 +
Note: load order matters—put modded maps first in the mod load order.
  
'''Note:''' For modded maps, load order matters — put the map first in the mod load order.
+
==Map vote history by population==
 
 
\== Map vote history by server population ==
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
map_voting_history_count_verylow 1
 
map_voting_history_count_verylow 1
 
map_voting_history_count_low    2
 
map_voting_history_count_low    2
 
map_voting_history_count_medium  4
 
map_voting_history_count_medium  4
map_voting_history_count_high   10
+
map_voting_history_count_high   10
 
</nowiki></pre>
 
</nowiki></pre>
  
\== Can I manually trigger map voting? ==
+
==Can I manually trigger map voting?==
Not directly, but you can end the round via a win condition object or the dynamic win condition flag to force a vote.
+
Not directly. Workaround: end the round via a win-condition object or the dynamic win-condition flag.
  
\== Include a random map choice ==
+
==Including a “Random” option==
 
+
<pre class="hf-code"><nowiki>map_voting_include_random_choice <true/false></nowiki></pre>
<pre class="hf-code"><nowiki>
+
</div>
map_voting_include_random_choice <true/false>
 
</nowiki></pre>
 
 
 
\= Workshop Mods =
 
For creators, see \[\[Script Modding Guide]] for deeper details.
 
  
\== Install mods ==
+
= Workshop Mods =
Global (not inside a rotation):
+
For creators, see [[Script Modding Guide]].
  
 +
== Install mods ==
 +
Global (not in a rotation):
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
mods_installed_server_only <steamid>
 
mods_installed_server_only <steamid>
 
mods_installed <steamid>
 
mods_installed <steamid>
 
</nowiki></pre>
 
</nowiki></pre>
 
+
Per-rotation (requires the SteamID to be installed on server):
Per rotation (mod must be installed on server):
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
load_mod <steam_id>           # client + server
+
load_mod <steamid>             # loads on client and server
load_mod_client_only <steamid> # client only
+
load_mod_client_only <steamid> # loads only on clients
load_mod_server_only <steamid> # server only
+
load_mod_server_only <steamid> # loads only on server
 
</nowiki></pre>
 
</nowiki></pre>
  
\== Mod Variables ==
+
== Mod Variables ==
Some workshop mods expose config variables:
 
 
 
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
mod_variable <string>        # global (all rotations)
+
mod_variable <string>        # global; not in a rotation
mod_variable_local <string>  # local to the current rotation
+
mod_variable_local <string>  # only for the rotation it’s in
 
</nowiki></pre>
 
</nowiki></pre>
  
\= Discord Admin Webhook Logger =
+
=Discord Admin Webhook Logger=
\== Basics ==
+
==Basics==
Enable Discord developer mode (Settings → Advanced). Warnings show admin PMs/slays/kicks/revives/slaps. Banmutes show config-writing actions (kicks, VOIP/chat mutes, spammer, etc.).
+
Enable Discord developer mode (Settings → Advanced).
 +
Warnings show admin PMs, slays, kicks, revives, slaps.
 +
Banmutes log config-writing actions (kicks, VOIP/text mutes, VOIP spammer).
  
 
<pre class="hf-code"><nowiki>
 
<pre class="hf-code"><nowiki>
 
discord_webhook_warning_tag_admin <@!ID> | <@!ID>
 
discord_webhook_warning_tag_admin <@!ID> | <@!ID>
discord_webhook_warning_id   <webhookID>
+
discord_webhook_warning_id <webhookID>
 
discord_webhook_warning_token <webhookToken>
 
discord_webhook_warning_token <webhookToken>
  
 
discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
 
discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
discord_webhook_banmute_id       <webhookID>
+
discord_webhook_banmute_id <webhookID>
discord_webhook_banmute_token   <webhookToken>
+
discord_webhook_banmute_token <webhookToken>
 
</nowiki></pre>
 
</nowiki></pre>
  
\== How to set up ==
+
==How to setup==
Place these in the **global** section of the server config (not inside a rotation).
+
* Put these in the '''global''' settings area (not inside a rotation).
 
+
* Create two webhooks in Discord (one for warnings, one for ban/mute).
Create two webhooks in your Discord channel and click **Copy Webhook URL** for each. Open each URL in a browser and copy the values of <code>id</code> and <code>token</code> into the corresponding config keys above. To tag users at the top of messages, right-click their name, **Copy ID**, and use the format <code><@!1234567890></code>.
+
* Click **Copy Webhook URL** and open it; extract the <code>id</code> and <code>token</code> and paste into the *_id/*_token settings.
 
+
* <code>_tag_admin</code> lets you prefix text or pings. To ping a user, enable Dev Mode, right-click **Copy ID** and use <code>&lt;@!USERID&gt;</code>.
If configured correctly, admin actions will log the following to the target channel:
 
  
 +
If configured correctly, each admin action posts:
 
* Action performed
 
* Action performed
* Title from <code>\_tag\_admin</code>
+
* Title from <code>_tag_admin</code>
* Admin (with Steam profile link)
+
* Admin (linked to Steam)
* Target user (with Steam profile link)
+
* Target user (linked to Steam)
 
* Server name
 
* Server name
 
* Reason
 
* Reason
 
* Date/time
 
* Date/time
 +
 +
{|style="margin: 0 auto;"
 +
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create webhooks]]
 +
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]
 +
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]
 +
|}

Latest revision as of 23:12, 11 December 2025

Server Configuration Files

Example Configuration File

Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation. There are three types of lines:

  • Setting lines: <setting> <value> – the important ones.
  • Comment lines: starting with # – ignored; good for notes and saved rotations.
  • Empty lines: spacing only – ignored.

The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see Server Hosting).

Server-Wide Settings

These define how the server shows up to players, how it talks to the server browser, and basic restrictions.

Ports – all must be unique per instance on the same machine:

server_port 20100
steam_communications_port 8700
steam_query_port 27000

Display & access:

server_name New Server - Army Battlefield
server_welcome_message Welcome to my new game server!
server_region europe
server_admin_password ChangeThisPassword
#server_password ChangeThisPassword
server_intro_title Welcome to my server!
server_intro_body Greetings fellow humans
  • server_password is optional (leave commented to keep the server public).
  • server_admin_password is used for Remote Console Commands.
  • server_intro_* shows a join popup.

Server regions (shown in the browser):

Region codes
europe usa usaeast usawest australia
china japan russia southkorea brazil

Broadcast mode – network usage focus for close-range combat:

Parameter Usage
Standard Reduced packet rate on close range (high player count). Default.
Competitive Highest bandwidth; use only for Melee Arena with lower player counts. (Max of 64 players)

Example:

network_broadcast_mode Standard

Artillery respawn (seconds). Defaults are 120s:

artillery_fieldgun_respawn_timer 120
artillery_rocketlauncher_respawn_timer 120

Artillery dynamic spawns

Artillery dynamic spawns are setup for official maps, these are mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to "block" the piece from being used. You can obtain the dynamic spawn ids from the server log when the map loads. Section ids always start from 0

ArtilleryType Usage
FieldGun Spawns 9PDR
Howitzer Spawns Howitzer
RocketLauncher Spawns Rocket Launcher
Mortar Spawns Motar
None Nothing spawns
Random Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.
RandomSymmetric Spawns random artillery piece, artillery spawn sections that share the same RandomSymetric ID will spawn the same artillery piece.
artillery_spawn_override <slotId> <ArtilleryType>

Population thresholds (gate maps by player counts):

population_low_min_players 30
population_medium_min_players 50
population_high_min_players 100

Warnings & rotation randomization:

show_serverperformance_warning true
map_rotation_start_randomise true

Objective capture (Conquest/flag modes):

conquest_stealthcap_reqplayers_verylow 0
conquest_stealthcap_reqplayers_low 2
conquest_stealthcap_reqplayers_medium 3
conquest_stealthcap_reqplayers_high 4

Frontlines specific commands

Use this to set the game type to Frontlines (defaults to false).

Example frontlines config
frontlines_mode true

Auto Shutdown/Restart System

An auto-shutdown and auto-restart system can be configured in the config or via the VapuriLoadTester launcher.

Auto Shutdown

The server can shut itself down after a set number of minutes (doesn’t require VLT). VLT helper also closes on shutdown.

Define the interval:

server_autoshutdown_interval_minutes 240

If the round is still running, the server won’t wait; it proceeds after interval + overtime. Make sure players get warned.

server_autoshutdown_overtime_minutes 10

Broadcast message and frequency:

server_autoshutdown_broadcasted_message Server will be shutting down.
server_autoshutdown_broadcasted_message_interval_minutes 2

Auto Restart

Restarts the server every N minutes (doesn’t require VLT). It waits for round end unless overtime is hit.

Interval:

server_autorestart_interval_minutes 320

Overtime and messaging:

server_autorestart_overtime_minutes 10
server_autorestart_broadcasted_message Auto restart at the end of the round.
server_autorestart_broadcasted_message_interval_minutes 2

Map Rotations

A number of example configs ship with the server files. Big Mamba also compiled AGS examples: here.

Basic Map Settings

In Progress – common per-rotation keys:

map_name
game_mode
game_type
round_time_minutes
ships_respawn_timer
allow_midround_spawning
allow_faction_switching
allow_spectating
max_player_respawns
deathmatch_max_kills
reinforcements_per_faction
minimum_players
maximum_players
melee_weapons_only
faction_balancing
faction_balancing_discrepancy_amount
max_accumulated_faction_points
ships_preset
faction_attacking
faction_defending
max_tickets
ships_spawn
rowboat_cooldown_timer
rowboat_cooldown_while_sinking_timer
ships_spacemode
sappers_buildlimit
sappers_attacking_starting_materials
sappers_defending_starting_materials
max_player_respawn
officers_spawn_mounted

Spawn wave timers (defaults shown). vehicle = Cavalry; dynamic = Frontlines tables.

wave_spawn_time_seconds 10
wave_spawn_vehicle_time_seconds 20
wave_spawn_dynamic_time_seconds 15

Spawn immunity (max 5s):

spawn_immunity_timer 5

Melee Arena Settings

First round grace to let players load/spawn:

round_spawn_close_timer_seconds 45

Subsequent rounds:

round_spawn_close_timer_seconds_between_rounds 15

Rounds to win:

amount_of_rounds 50

Maps

Visit Maps or Server Configuration Enums for a full list of all maps.

Officer orders

Enable/disable officer orders system:

class_system_orders <true/false>

Enable/disable reinforcement system (flag in NaW, table in Frontlines):

class_system_orders_reinforce <true/false>

Reinforcement cooldown (seconds):

class_system_orders_reinforce_cooldown 240

Spawn limit on placed flag (set to -1 on Frontlines):

class_system_orders_reinforce_limit 25

Cooldowns (seconds):

class_system_orders_reinforce_cooldown
class_system_orders_charge_cooldown
class_system_orders_formline_cooldown
class_system_orders_breakrankandfollow_cooldown
class_system_orders_fireatwill_cooldown
class_system_orders_makeready_cooldown
class_system_orders_fireorder_cooldown
class_system_orders_ceasefire_cooldown
class_system_orders_sergeantformline_cooldown
class_system_orders_sergeantrally_cooldown
class_system_orders_sergeantfireatwill_cooldown
class_system_orders_sergeantfireorder_cooldown
class_system_orders_sergeantceasefire_cooldown
class_system_orders_sergeantmakeready_cooldown
class_system_orders_sergeantbreakrankandfollow_cooldown

Conquest config

(Also applies to Frontlines **Offensive**.)

conquest_tick_reward 3
conquest_ticker_time_seconds 1
conquest_tickets_per_capture 100
conquest_max_tickets 7500
conquest_territory_lock_time_seconds 0

Weather and time of day

Preset on map load (set to none for random valid presets):

nature_preset none

Friendly fire

Enable FF:

friendly_fire <true/false>

Melee “bounce” when FF is off:

friendly_fire_melee_bounce <true/false>

Reflect % of FF damage back to attacker:

damage_split 50

Frontlines

Domination time (Offensive):

frontline_offensive_domination_duration_seconds 120

Capture point override:

capture_point_override <objective> <num_respawns> <time_for_1_person_to_capture> <max_people_affecting_time>

Example:

capture_point_override A 150 30 1
capture_point_override B 175 30 1
capture_point_override C 350 60 2
capture_point_override D -1 90 3

Automatic Console Commands

You can issue any RCON at rotation start to reset defaults, spawn bots, or stage scenarios.

Override Commands

Server administrators can craft RP scenarios: limits per class, spawn lists per point, starting equipment, racks, props, artillery, etc.

Land

Class Limit Override On Spawn Points

Tahir Desert Army Battlefield – 200 Carpenters vs 200 Riflemen
spawn_override <Spawn Point> <Class> <Class Limit>
  • <Spawn Point> = A/B/C… (see spawn menu)
  • Overwrites the classes available at that point.

Example (200 Carpenters vs 200 Riflemen):

# Override Commands
spawn_override A Carpenter 200
spawn_override B Rifleman 200

exclusive_modded_uniforms – restrict to mod uniforms:

exclusive_modded_uniforms british french

Starting Weapon Override

starting_weapons_selection_override <Faction> <Class> <MaxFirearms> <MaxMelee> <WeaponClass1>* <WeaponClass2>* <WeaponClass3>*

Multiple types in a slot: separate with commas. Example:

# Override Commands
starting_weapons_selection_override British Grenadier 4 2 Rifle
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol

Starting Weapon Bayonet Override

starting_weapons_bayonet_enabled <Faction> <Class> <true/false>

Firearm Ammo Override

firearm_ammo_override <Faction> <Class> <Firearm> <StartingAmmo> <LoadedInBarrel> <MaxCarry>

Example:

# Override Commands
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1

Weapon Class Ammo Override

weapon_class_ammo_override <Faction> <Class> <WeaponClass> <StartingAmmo> <LoadedInBarrel> <MaxCarry>

Sapper Buildable Defences – Limits

sappers_buildlimit <EmplacementType> <attacking|defending> <Limit>

Example:

# Sapper Configuration Commands
sappers_buildlimit ExplosiveBarrel defending 0

Sapper Starting Materials

sappers_attacking_starting_materials <MaterialLimit>
sappers_defending_starting_materials <MaterialLimit>

Example:

# Sapper Configuration Commands
sappers_attacking_starting_materials 50
sappers_defending_starting_materials 200

Spawn Overrides (land)

objects_override spawnsection <Position> <Rotation> <ID>,<Spawn_Name>,<Category>,<Attacking|Defending|Neutral>,<SizeX>,<SizeY>

Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.

Naval

Class Limit Override On Ships

ships_spawn_detail_override <ShipType> <Faction> <Class> <ClassLimit>

Example:

# Override Commands
ships_spawn_detail_override Frigate50gun British Rifleman 200
ships_spawn_detail_override Frigate50gun French  Rifleman 200

Ship Spawning & Custom Ship Presets

Set ships_preset 37 first, then:

ships_spawn <ShipType> <Amount> <Faction> <Color> <ShipName>

Example:

# Override Commands
ships_preset 37
ships_spawn Frigate50gun 1 British 0
ships_spawn Rocketboat 10 French 4

Health Override For Ships

ships_health_detail_override <ShipType> <Faction> <HP>

Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500. Example:

# Override Commands
ships_health_detail_override Frigate50gun British 20000
ships_health_detail_override Frigate50gun French 70

Ship Spacemode

ships_spacemode true

Spawn Overrides (naval)

objects_override shipspawnsection <Position> <Rotation>

Object Override

Objects can be added following Map Editing.

Map Voting

Basics

Global settings (not in a rotation):

map_voting_enabled true
map_voting_duration 15
map_voting_allow_same_map false
map_voting_history_count 3
map_voting_max_choices 3
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege
map_voting_log_file_path logs_output/mapvotinglogs.txt

Help my map can't be voted for

Per-rotation flags (buckets by player count & mode). Set all to false to ignore; set all to true to allow regardless of count.

population_verylow_playable  <true/false>
population_low_playable      <true/false>
population_medium_playable   <true/false>
population_high_playable     <true/false>

Note: load order matters—put modded maps first in the mod load order.

Map vote history by population

map_voting_history_count_verylow 1
map_voting_history_count_low     2
map_voting_history_count_medium  4
map_voting_history_count_high    10

Can I manually trigger map voting?

Not directly. Workaround: end the round via a win-condition object or the dynamic win-condition flag.

Including a “Random” option

map_voting_include_random_choice <true/false>

Workshop Mods

For creators, see Script Modding Guide.

Install mods

Global (not in a rotation):

mods_installed_server_only <steamid>
mods_installed <steamid>

Per-rotation (requires the SteamID to be installed on server):

load_mod <steamid>              # loads on client and server
load_mod_client_only <steamid>  # loads only on clients
load_mod_server_only <steamid>  # loads only on server

Mod Variables

mod_variable <string>        # global; not in a rotation
mod_variable_local <string>  # only for the rotation it’s in

Discord Admin Webhook Logger

Basics

Enable Discord developer mode (Settings → Advanced). Warnings show admin PMs, slays, kicks, revives, slaps. Banmutes log config-writing actions (kicks, VOIP/text mutes, VOIP spammer).

discord_webhook_warning_tag_admin <@!ID> | <@!ID>
discord_webhook_warning_id <webhookID>
discord_webhook_warning_token <webhookToken>

discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
discord_webhook_banmute_id <webhookID>
discord_webhook_banmute_token <webhookToken>

How to setup

  • Put these in the global settings area (not inside a rotation).
  • Create two webhooks in Discord (one for warnings, one for ban/mute).
  • Click **Copy Webhook URL** and open it; extract the id and token and paste into the *_id/*_token settings.
  • _tag_admin lets you prefix text or pings. To ping a user, enable Dev Mode, right-click → **Copy ID** and use <@!USERID>.

If configured correctly, each admin action posts:

  • Action performed
  • Title from _tag_admin
  • Admin (linked to Steam)
  • Target user (linked to Steam)
  • Server name
  • Reason
  • Date/time
Where to create webhooks
Where to find the id and token
Discord admin webhook example