Difference between revisions of "Server Configuration"
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To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format... | To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format... | ||
− | starting_weapons_override <Faction> <Class> <Maximum Firearm Weapons> <Maximum Melee Weapons> <Starting Weapon | + | starting_weapons_override <Faction> <Class> <Maximum Firearm Weapons> <Maximum Melee Weapons> <Starting Weapon> |
*For Multiple Weapons add a space then another <Starting Weapon> | *For Multiple Weapons add a space then another <Starting Weapon> |
Revision as of 22:48, 22 May 2019
Override Commands For Roleplay Scenarios
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. Override commands can be used to create a unique experience that is not limited by the usual confines of Holdfast: NaWâs original gameplay design.
Configure limits for classes, define the allowed spawn-able classes per spawn point, select the equipment they spawn with, equip weapons from racks, replenish ammunition, spawn various props, interactable objects and artillery pieces per map rotation and more.
Hereâs how you can make use of override commands and any other related commands that can prove useful to help you get started or create your own scenarios.
Class Spawn Override On Land Spawn Points
Spawn override commands provide administrators with the ability to define which classes to spawn on which spawn location and their limitations as well. By using the following override, you can also have classes that are only playable on naval and coastal scenarios be present on army-based game modes.
For example these commands will give 1 team 200 of the carpenter class and the other team 200 Rifleman.
spawn_override A Carpenter 200
spawn_override B Rifleman 200
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...
spawn_override <Spawn Point> <Class> <Class Limit>
Spawn Point correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for <Spawn Point> A B C D E F G H etc...
Class
The name of the class being added to the spawn point <Class> =
Command Input | Result |
---|---|
ArmyInfantryOfficer | Infantry Officer |
ArmyLineInfantry | Line Infantry |
ArmyLineInfantry2 | Line Infantry 92nd, Vistula or Friekorps |
Grenadier | Grenadier |
Guard | Guard |
LightInfantry | Light Infantry |
Rifleman | Rifleman |
FlagBearer | Flag Bearer |
Drummer | Drummer |
Fifer | Fifer |
Bagpiper | Bagpiper (Only available for the British Empire) |
Surgeon | Surgeon |
Carpenter | Carpenter |
Cannoneer | Cannoneer |
Rocketeer | Rocketeer (Only available for the British Empire) |
NavalCaptain | Captain |
NavalMarine | Marine |
NavalSailor | Sailor |
NavalSailor2 | Adept Sailor |
CoastGuard | Coast Guard |
Customs | Customs |
Violinist | Violinist |
Class Limit
<Class Limit> is defined as a numerical value between 1 and 999
Starting Weapons Override
Make use of the following override command to define the weapons each and every class for a particular faction spawn with. Due to the introduction of weapon racks that allow players to equip weapons irrespective of their class, a particular class can now spawn with multiple different firearm or melee weapon types.
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...
starting_weapons_override <Faction> <Class> <Maximum Firearm Weapons> <Maximum Melee Weapons> <Starting Weapon>
- For Multiple Weapons add a space then another <Starting Weapon>
starting_weapons_override <Faction> <Class> <Maximum Firearm Weapons> <Maximum Melee Weapons> <Starting Weapon> <Starting Weapon> <Starting Weapon> <Starting Weapon>
Faction
<Faction> The Faction of the Class you wish to customize
Command Input | Resulting Faction |
---|---|
british | British Empire |
french | French Empire |
prussian | Kingdom of Prussia |
Class The name of the class you wish to customize <Class> =
Command Input | Result |
---|---|
ArmyInfantryOfficer | Infantry Officer |
ArmyLineInfantry | Line Infantry |
ArmyLineInfantry2 | Line Infantry 92nd, Vistula or Friekorps |
Grenadier | Grenadier |
Guard | Guard |
LightInfantry | Light Infantry |
Rifleman | Rifleman |
FlagBearer | Flag Bearer |
Drummer | Drummer |
Fifer | Fifer |
Bagpiper | Bagpiper (Only available for the British Empire) |
Surgeon | Surgeon |
Carpenter | Carpenter |
Cannoneer | Cannoneer |
Rocketeer | Rocketeer (Only available for the British Empire) |
NavalCaptain | Captain |
NavalMarine | Marine |
NavalSailor | Sailor |
NavalSailor2 | Adept Sailor |
CoastGuard | Coast Guard |
Customs | Customs |
Violinist | Violinist |
Maximum Firearm Weapons
The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.
<Maximum Firearm Weapons> is defined as a numerical value between 0 and 50
Maximum Melee Weapons
The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks.
- Bayoneted Muskets count both as a firearm and a melee weapon
- Allowing unarmed combat with fists also counts as a melee weapon
<Maximum Melee Weapons> is defined as a numerical value between 0 and 50
Starting Weapon
The weapon(s) that the class will spawn with
- For Multiple Weapons add a space then another <Starting Weapon>
<Starting Weapon> is defined with the following weapon names as inputs
Command Input | Resulting Weapon |
---|---|
Pistol | Pistol |
Blunderbuss | Blunderbuss |
Musket | Musket |
BakerRifle | Baker Rifle |
Unarmed | Fists |
Sabre | Sabre |
Cutlass | Cutlass |
SabreBriquet | French & Prussian Rifleman Sword |
BakerRifleBayonet | British Rifleman Sword |
Pike | Pike = Boarding Pike |
BearingFlag | Flag |
Firearm Ammo Override Use the following override command to configure firearm ammunition related settings as well as limitations. As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.
Input the below commands per map rotation in the server configuration file.
firearm_ammo_override <Faction> <Class> <Firearm> <Starting Ammo> <Loaded Ammo In Barrel> <Maximum Carriable Ammo>
Faction
<Faction> The Faction of the Class you wish to customize
Command Input | Resulting Faction |
---|---|
british | British Empire |
french | French Empire |
prussian | Kingdom of Prussia |
Class The name of the class you wish to customize <Class> =
Command Input | Result |
---|---|
ArmyInfantryOfficer | Infantry Officer |
ArmyLineInfantry | Line Infantry |
ArmyLineInfantry2 | Line Infantry 92nd, Vistula or Friekorps |
Grenadier | Grenadier |
Guard | Guard |
LightInfantry | Light Infantry |
Rifleman | Rifleman |
FlagBearer | Flag Bearer |
Drummer | Drummer |
Fifer | Fifer |
Bagpiper | Bagpiper (Only available for the British Empire) |
Surgeon | Surgeon |
Carpenter | Carpenter |
Cannoneer | Cannoneer |
Rocketeer | Rocketeer (Only available for the British Empire) |
NavalCaptain | Captain |
NavalMarine | Marine |
NavalSailor | Sailor |
NavalSailor2 | Adept Sailor |
CoastGuard | Coast Guard |
Customs | Customs |
Violinist | Violinist |
Firearm
The type of firearm that you are customizing
Command Input | Result |
---|---|
Pistol | Pistol |
Blunderbuss | Blunderbuss |
Musket | Musket |
BakerRifle | Baker Rifle (A non-bayonetted Charleville musket model represents the French and Prussian rifle) |
Starting Ammo
The amount of ammunition the firearm will start with.
<Starting Ammo> is defined as a numerical value between 0 and 999
Loaded Ammo In Barrel
Define how much ammunition is pre loaded into the firearm for the weapons
- Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.
<Loaded Ammo In Barrel> defined as a numerical value between 0 and 999
Maximum Carriable Ammo
The maximum amount of ammunition able to be carried for a firearm.
- This value can be larger than <Starting Ammo> for game-modes that use the ammo box object
<Maximum Carriable Ammo> defined as a numerical value between 0 and 999
Objects Override - Weapon Racks Weapon Racks are interact-able objects that can hold specific amounts of weapons. Players can interact with a weapon rack by holding E to take a weapon from the rack and add it to their characters inventory. Taking a weapon depletes the amount left on the rack allowing for a limited supply of weapons if the server host wishes.
objects_override Weapon Rack <Object Position> <Object Rotation> <Weapon> <No. Of Weapons In Rack>
Object Position
The location of where the Weapon Rack will be spawned onto the map using x, y, and z coordinates
- entering get playerPosition in the f1 console in game will display your characters positon
<Object Position> is defined as three sets numerical values in the format x y z = 0 0 0
Object Rotation
The orientation that the Weapon Rack will be rotated when spawned onto the map
- entering get playerRotation in the f1 console in game will display your characters rotation.
<Object Rotation> is defined as three sets numerical values in the format x y z = 0 0 0
Weapon The type of weapon that will be on the weapon rack
<Weapon> is defined with the following weapon names as inputs
Command Input | Resulting Weapon |
---|---|
Pistol | Pistol |
Blunderbuss | Blunderbuss |
Musket | Musket |
BakerRifle | Baker Rifle |
Unarmed | Fists |
Sabre | Sabre |
Cutlass | Cutlass |
SabreBriquet | French & Prussian Rifleman Sword |
BakerRifleBayonet | British Rifleman Sword |
Pike | Pike = Boarding Pike |
BearingFlag | Flag |
Number Of Weapons In Rack
The number of weapons that can be obtained from the rack before its depleted
<No. Of Weapons In Rack> defined as a numerical value between 0 and 999
Objects Override - Firearm Ammoboxes
Customizable Ammobox for role-play and custom events. Through this, players can replenish their ammunition.
objects_override firearmammobox <Object Position> <Object Rotation> <Firearm> <Maximum Interactions Until Depletion> <Ammo Given> <Maximum Interactions Allowed Per Player>
Object Position
The location of where the firearmammobox will be spawned onto the map using x, y, and z coordinates
- entering get playerPosition in the f1 console in game will display your characters positon
<Object Position> is defined as three sets numerical values in the format x y z = 0 0 0
Object Rotation
The orientation that the firearmammobox will be rotated when spawned onto the map
- entering get playerRotation in the f1 console in game will display your characters rotation.
<Object Rotation> is defined as three sets numerical values in the format x y z = 0 0 0
Firearm Which Firearm will the ammunition box replenish
<Firearm> is defined with the following weapon names as inputs
Command Input | Resulting Weapon |
---|---|
Pistol | Pistol |
Blunderbuss | Blunderbuss |
Musket | Musket |
BakerRifle | Baker Rifle |
Maximum Interactions Until Depletion
The amount of times players can retrieve ammunition from the box
<No. Of Weapons In Rack> defined as a numerical value between 0 and 999
Ammo Given
The amount ammunition given to a player on each interaction
<Ammo Given> defined as a numerical value between 0 and 999
Maximum Interactions Allowed Per Player
The Maximum times a specific player may retrieve ammunition from the box
- useful to prevent a player from hogging all the ammo
<Maximum Interactions Allowed Per Player> defined as a numerical value between 0 and 999
Spawn-able Objects and Props This command allows server hosts to add a massive assortment of objects such as extra artillery equipment, barricades, and pianos.
objects_override <Spawn-able Object> <Object Position> <Object Rotation>
Spawn-able Objects
Artillery Objects
Command Input | Object Description |
---|---|
Swivlegun | Swivel Gun |
CannonFieldGun9Pdr | 9-Pdr Field Gun |
CannonFieldGun9PDRMoveable | Non-Moveable 9-Pdr Field Gun |
Cannon4PDR | 4-Pdr Long Gun |
Cannon6PDR | 6-Pdr Long Gun |
Mortar | Mortar |
Rocket | Rocket Launcher |
CannonAmmoboxSmall | Ammobox For Round Shot & Grape Shot (S) |
CannonAmmoboxSmallMoveable | Non-Moveable Ammobox For Round Shot & Grape Shot (S) |
CannonAmmoboxLarge | Ammobox For Round Shot & Grape Shot (L) |
CannonAmmoboxLargeMoveable | Non-Moveable Ammobox For Round Shot & Grape Shot (L) |
RocketAmmoboxMoveable | Rocket Stacks |
MISC
Command Input | Object Description |
---|---|
Lanternbox | Box Filled With Lanterns |
LanternboxMoveable | Non-Moveable Box Filled With Lanterns |
Spyglassbox | Box Filled With Spyglasses |
SpyglassboxMoveable | Non-Moveable Box Filed With Spyglasses |
Props
Command Input | Object Description |
---|---|
Chair1 | Chair |
Chair2 | Chair |
Chair3 | Chair |
Chair4 | Chair |
Bench | Bench |
Lantern1 | Lantern |
Lantern2 | Lantern |
LanternHanging | Hanging Lantern |
Piano1 | Piano |
Piano2 | Piano |
Outhouse | Outhouse |
TentSmall1 | Small Tent |
TentSmall2 | Small Tent |
TentSmall3 | Small Tent |
TentLarge1 | Large Tent |
TentLarge2 | Large Tent |
Campfire | Campfire |
InfantrySpikes | Infantry Spikes |
Sandbag | Sandbags |
Gabion | Gabion |
ChevauxDeFrise | Chevaux De Frise |
LadderShort | Short Ladder |
LadderLong | Long Ladder |
FlagBritish | Non-Capturable British Flag |
FlagFrench | Non-Capturable French Flag |
FlagPrussian | Non-Capturable Prussian Flag |
PalisadeSimple | Palisade Wall |
PalisadeShootHole | Palisade Wall With Shooting Hole |
PalisadeGate | Palisade Gate |
PlatformLong | Long Platform |
PlatformShort | Short Platform |
Object Position
The location of where the object will be spawned onto the map using x, y, and z coordinates
- entering get playerPosition in the f1 console in game will display your characters positon
<Object Position> is defined as three sets numerical values in the format x y z = 0 0 0
Object Rotation
The orientation that the Object will be rotated when spawned onto the map
- entering get playerRotation in the f1 console in game will display your characters rotation.
Ship Spawns For Naval & Coastal Game Modes
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault & Coastal Siege game modes.
You must make sure to set âships_presetâ index to 37 per map rotation before using the command below. This pre-set index doesnât contain any ships so you retain further control over the ships you want to spawn.
IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation
Input the below commands per map rotation in the server configuration file.
ships_spawn <Ship Type> <Amount Of Ships> <Faction> <Color>
Ship Type
Ship Type is defined as the following names as inputs
Command Input | Description |
---|---|
frigate50gun | 50-Gun Frigate |
brigsloop13gun | 13-Gun Brig-Sloop |
schooner8gun | 8-Gun Schooner |
schooner2gun | 2-Gun Schooner |
rocketboat | Rocketboat |
gunboat | Gunboat |
Amount Of Ships
Amount Of Ships is defined as a numerical value between 0 and 50
Faction
<Faction> The Faction of the Class you wish to customize
Command Input | Resulting Faction |
---|---|
british | British Empire |
french | French Empire |
Color
Color is defined as a numerical value between 0 and 5
Class Spawn Override On Ships
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships.
IE. If youâre looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.
Input the below commands per map rotation in the server configuration file.
ship_spawn_detail_override <Ship Type> <Faction> <Class> <Class Limit>
Ship Type
Ship Type is defined as the following names as inputs
Command Input | Description |
---|---|
frigate50gun | 50-Gun Frigate |
brigsloop13gun | 13-Gun Brig-Sloop |
schooner8gun | 8-Gun Schooner |
schooner2gun | 2-Gun Schooner |
rocketboat | Rocketboat |
gunboat | Gunboat |
Faction
<Faction> The Faction of the ship
Command Input | Resulting Faction |
---|---|
british | British Empire |
french | French Empire |
Class
The name of the class being added to the spawn point <Class> =
Command Input | Result |
---|---|
ArmyInfantryOfficer | Infantry Officer |
ArmyLineInfantry | Line Infantry |
ArmyLineInfantry2 | Line Infantry 92nd, Vistula |
Grenadier | Grenadier |
Guard | Guard |
LightInfantry | Light Infantry |
Rifleman | Rifleman |
FlagBearer | Flag Bearer |
Drummer | Drummer |
Fifer | Fifer |
Bagpiper | Bagpiper (Only available for the British Empire) |
Surgeon | Surgeon |
Carpenter | Carpenter |
Cannoneer | Cannoneer |
Rocketeer | Rocketeer (Only available for the British Empire) |
NavalCaptain | Captain |
NavalMarine | Marine |
NavalSailor | Sailor |
NavalSailor2 | Adept Sailor |
CoastGuard | Coast Guard |
Customs | Customs |
Violinist | Violinist |
Class Limit
<Class Limit> is defined as a numerical value between 1 and 999
Health Override For Ships
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.
Input the below commands per map rotation in the server configuration file.
ships_health_detail_override <Ship Type> <Faction> <Health Points>
Ship Type
Ship Type is defined as the following names as inputs
Command Input | Description |
---|---|
frigate50gun | 50-Gun Frigate |
brigsloop13gun | 13-Gun Brig-Sloop |
schooner8gun | 8-Gun Schooner |
schooner2gun | 2-Gun Schooner |
rocketboat | Rocketboat |
gunboat | Gunboat |
Faction
<Faction> The Faction of the ship
Command Input | Resulting Faction |
---|---|
british | British Empire |
french | French Empire |
Health Points
<Health Points> is defined as a numerical value between 0 and 99999