Difference between revisions of "Admin Features"
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You can toggle the admin ray-gun system between "Always On", "Freeflight Only", and "Off" modes via a button at the bottom of the Round Players Panel. | You can toggle the admin ray-gun system between "Always On", "Freeflight Only", and "Off" modes via a button at the bottom of the Round Players Panel. | ||
− | == Fire Out | + | == Fire Out of Line == |
− | Fire Out | + | Fire Out of Line (FOL) only allows shooting firearms while players are within a line. To enable it, use: <pre>fol_enabled true</pre> |
There are 4 different settings that you can set either globally or per player class. | There are 4 different settings that you can set either globally or per player class. |
Revision as of 14:32, 22 March 2024
Unless stated otherwise, all server config commands listed in this page are global rotation commands, which means that they can either be placed inside a map rotation to apply to that rotation only, or else before the map rotations section to apply to all map rotations.
Ray-Gun System
When logged in as admin, any player you are aiming at should have their name highlighted in green. If you open the Round Players Panel while a player is highlighted (default "P" keybind) that player will be automatically selected for quick admin action access. Common actions also have their own hotkey shortcuts for even quicker access:
Number Key | Action |
---|---|
1 | Private Message |
2 | Slay |
3 | Revive |
4 | Slap |
5 | Heal |
6 | Bring |
7 | Go To |
8 | Temp Voip Mute |
9 | Temp Chat Mute |
When the dialog box is open after pressing an admin action key, you can press the "Enter" key for quick confirmation.
You can toggle the admin ray-gun system between "Always On", "Freeflight Only", and "Off" modes via a button at the bottom of the Round Players Panel.
Fire Out of Line
Fire Out of Line (FOL) only allows shooting firearms while players are within a line. To enable it, use:
fol_enabled true
There are 4 different settings that you can set either globally or per player class.
Setting Name | Description | Default Value |
---|---|---|
radius | The farthest distance (in metres) a player can be from a player line in order to be considered part of the line. | 1.5 (m) |
mounted_radius | Same as "radius" but only relevant while the player is mounted on a horse. | 25 (m) |
artillery_radius | If a player is within this distance to an artillery piece, they can fire even if not within a line. | 0 (disabled) |
players_needed | The minimum number of players needed - including the local player - to form a valid line. | 3 |
Some classes have specific default value overrides, listed here:
Class | Setting | Override Value |
---|---|---|
Light Infantry | radius | 5 |
Rifleman | radius | 5 |
Cannoneer | artillery_radius | 15 |
Rocketeer | artillery_radius | 15 |
Sapper | artillery_radius | 15 |
To override the defaults for all classes with your own values, use:
fol_default <FOLSettingName> <value>
You can also override any default value for any specific class. To do this, use:
fol_class <PlayerClass> <FOLSettingName> <value>
If a player fires out of line, they will be blocked from firing again for a default duration of 2 seconds. You can change this value via this command:
fol_fire_block_duration <value>
When a player dies, a temporary "ghost" will spawn in their place so that the line doesn't immediately break. The default ghost lifetime is 3 seconds. You can change this via this command:
fol_ghost_duration <value>
All Charge
When All Charge is activated, firing is restricted. It can be enabled at any time via the RC command:
rc ac <delay>
(inputting no delay parameter defaults to a value of 0)
A delay value of 0 triggers an All Charge immediately.
A delay value of -1 cancels any active or pending All Charge.
You can also have All Charge trigger automatically by setting the auto trigger mode. There are 4 different modes.
Mode Name | Description |
---|---|
none | Auto trigger system disabled. |
time_only | All Charge will trigger after a set time from round start. |
percent_only | All Charge will trigger after the percentage players left alive is equal or lower than the set value (only applies to game modes with a round spawn close time). |
percent_or_time | All Charge will trigger when either the time condition or the percent condition is met, whichever becomes true first. |
To set the Auto Trigger Mode, use:
all_charge_auto_trigger_mode <auto trigger mode>
Config Command | Description | Argument |
---|---|---|
all_charge_trigger_delay | Sets the delay in seconds before all charge activation - players will be notified about the delay. | float (s) |
all_charge_time_trigger | Sets the time value for the auto trigger system. | float (s) |
all_charge_percent_players_trigger | Sets the percent value for the auto trigger system. | float (0-1 range) |
all_charge_percent_trigger_min_players_needed | The percent trigger will only activate if the round started with a minimum of this number of players. | int |
all_charge_block_pistol_fire | Sets whether to block pistol fire during All Charge. | bool |
all_charge_block_artillery_fire | Sets whether to block artillery fire during All Charge. | bool |
all_charge_slow_cavalry | Sets whether cavalry should be restricted to a slow speed during All Charge. | bool |
Artillery Settings
The first player to use an artillery piece in a round gets listed as the claimant of that piece in the Artillery Priority Panel. If the same player claims another artillery piece, then the first claim will get revoked. Notifications will be sent to both the claimant player and any player who tries to use an artillery piece that is already claimed, if enabled via this config command:
arty_claiming_notifications true
Config Command | Description |
---|---|
arty_firing_start_time | Disables artillery firing until the set time in seconds has passed. |
arty_on_arty_start_time | Disables artillery fire damaging other artillery pieces until the set time in seconds has passed. |