Difference between revisions of "Server Configuration"

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=Override Commands For Roleplay Scenarios=
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=Override Commands / Server-Side Modding=
  
 
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: NaW’s original gameplay design.  
 
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: NaW’s original gameplay design.  

Revision as of 09:51, 23 May 2019

Override Commands / Server-Side Modding

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: NaW’s 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.

Here’s 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.

Land

Class Limit Override On 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

Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman

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 Carryable 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 Carryable 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>

Spawnable 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.

Naval

Ship Spawning & Custom Ship Presets

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 ‘ships_preset’ index to 37 per map rotation before using the command below. This pre-set index doesn’t 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 you’re 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