Difference between revisions of "Server Configuration"
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The weapon(s) that the class will spawn with | The weapon(s) that the class will spawn with | ||
− | *Multiple | + | *For Multiple Weapons add a space then another <Starting Weapon> |
− | <Starting | + | <Starting Weapon> is defined with the following weapon names as inputs |
{| class="wikitable" | {| class="wikitable" | ||
! Command Input | ! Command Input | ||
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| Flag | | Flag | ||
|} | |} | ||
+ | Firearm Ammo Override |
Revision as of 23:53, 21 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 1>
- 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