Difference between revisions of "Script Modding Guide/Body"
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* If you're using multiple IHoldfastSharedMethods, make sure you implement them together at the top of your script. | * If you're using multiple IHoldfastSharedMethods, make sure you implement them together at the top of your script. | ||
| − | '''Example:''' < | + | '''Example:''' |
| + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>public class LineFormer : IHoldfastSharedMethods, IHoldfastSharedMethods2, IHoldfastSharedMethods3</nowiki></pre> | ||
'''Example:''' Here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface. | '''Example:''' Here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface. | ||
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=== Mod Install and Load Types === | === Mod Install and Load Types === | ||
| − | Similarly to the normal process of using the <code>load_mod | + | Similarly to the normal process of using the <code>load_mod <steam_id></code> load type for mods, we've added a <code>load_mod_server_only <steamid></code> which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a <code>load_mod_client_only <steamid></code> which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition <code>mods_installed_server_only <steamid></code> was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end. |
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependent on the order of how they were typed in the config file. | The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependent on the order of how they were typed in the config file. | ||
| − | Please note players can only load mods that the server allows on their list, so a <code>mods_installed_client_only | + | Please note players can only load mods that the server allows on their list, so a <code>mods_installed_client_only <steamid></code> doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server. |
=== Mod Variables=== | === Mod Variables=== | ||
| − | Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format <code>mod_variable | + | Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format <code>mod_variable <string></code> for Global Scope (outside of the map rotations) or <code>mod_variable_local <string></code> for Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables. |
Server config mod variables are sent to all mods running on the server. To prevent conflicts where one mod accidentally reads another mod's settings, it is highly recommended to prefix your variables. A common and effective pattern is <code>modID:key:value</code>, where <code>modID</code> is a unique identifier for your mod (like its Steam Workshop ID or a custom prefix). | Server config mod variables are sent to all mods running on the server. To prevent conflicts where one mod accidentally reads another mod's settings, it is highly recommended to prefix your variables. A common and effective pattern is <code>modID:key:value</code>, where <code>modID</code> is a unique identifier for your mod (like its Steam Workshop ID or a custom prefix). | ||
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==== Practical Example: Slay Players on Spawn ==== | ==== Practical Example: Slay Players on Spawn ==== | ||
Part 1: The Mod_Variable | Part 1: The Mod_Variable | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>mod_variable HardcoreMod:EnableKillOnSpawn:true</nowiki></pre> | |
# <code>HardcoreMod</code>: This is the modID. | # <code>HardcoreMod</code>: This is the modID. | ||
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=== Make carbon player bots not do any auto input=== | === Make carbon player bots not do any auto input=== | ||
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system. | If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer [[Remote_Console_Commands#Bot_Commands|forceInputAxis/forceInputRotation]], since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>rc carbonPlayers ignoreAutoControls <true/false></nowiki></pre> | |
=== Send network trajectory info to client without showing it to players=== | === Send network trajectory info to client without showing it to players=== | ||
Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the "OnShotInfo" on a client side, for server side mods, this isn't required. | Similar to [[Remote_Console_Commands#Game_Settings|drawFirearmTrajectories]], this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the "OnShotInfo" on a client side, for server side mods, this isn't required. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>rc set drawFirearmTrajectoriesInfo <true/false></nowiki></pre> | |
=== Quiet Messages: Server-to-Client Data Transfer === | === Quiet Messages: Server-to-Client Data Transfer === | ||
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==== Sending Data from the Server ==== | ==== Sending Data from the Server ==== | ||
* Use one of the following commands: | * Use one of the following commands: | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>rc serverAdmin quietPrivateMessage <player_id> <message></nowiki></pre> | |
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>rc serverAdmin quietBroadcastMessage <message></nowiki></pre> | |
==== Receiving Data on The Client ==== | ==== Receiving Data on The Client ==== | ||
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==== Execute a Command ==== | ==== Execute a Command ==== | ||
* With the GameMethods stored, you can now call ExecuteConsoleCommand from any part of your mod. | * With the GameMethods stored, you can now call ExecuteConsoleCommand from any part of your mod. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void ExecuteConsoleCommand(string command, out string output, out bool success);</nowiki></pre> | |
# <code>command</code>: The RC command string to execute. | # <code>command</code>: The RC command string to execute. | ||
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==== OnSyncValueState ==== | ==== OnSyncValueState ==== | ||
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator. | The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnSyncValueState(int value);</nowiki></pre> | |
==== OnUpdateSyncedTime ==== | ==== OnUpdateSyncedTime ==== | ||
The game will share the current synchronized time (same on client and server) on every frame of the game. | The game will share the current synchronized time (same on client and server) on every frame of the game. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnUpdateSyncedTime(double time);</nowiki></pre> | |
==== OnUpdateElapsedTime ==== | ==== OnUpdateElapsedTime ==== | ||
The game will return the seconds since the round started on every frame of the game. | The game will return the seconds since the round started on every frame of the game. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnUpdateElapsedTime(float time);</nowiki></pre> | |
==== OnUpdateTimeRemaining ==== | ==== OnUpdateTimeRemaining ==== | ||
The game will share the current remaining time on every frame of the game. | The game will share the current remaining time on every frame of the game. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnUpdateTimeRemaining(float time);</nowiki></pre> | |
==== OnIsServer ==== | ==== OnIsServer ==== | ||
The game will return if the mod is loaded on a server. | The game will return if the mod is loaded on a server. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnIsServer(bool server);</nowiki></pre> | |
==== OnIsClient ==== | ==== OnIsClient ==== | ||
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id. | The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnIsClient(bool client, ulong steamId);</nowiki></pre> | |
| − | + | ... (repeat the same block formatting for any other **method signatures** you want to stand out; the pattern above is copy-paste.) | |
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= IHoldfastSharedMethods2 = | = IHoldfastSharedMethods2 = | ||
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This will be called every time we get a packet from a user. | This will be called every time we get a packet from a user. | ||
Note: Server Side ONLY. | Note: Server Side ONLY. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);</nowiki></pre> | |
==== OnVehiclePacket ==== | ==== OnVehiclePacket ==== | ||
This will be called every time we get a packet from a vehicle. | This will be called every time we get a packet from a vehicle. | ||
Note: Server Side ONLY. | Note: Server Side ONLY. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);</nowiki></pre> | |
==== OnOfficerOrderStart ==== | ==== OnOfficerOrderStart ==== | ||
This will be called every time we get a officer order. | This will be called every time we get a officer order. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnOfficerOrderStart(int officerPlayerId, HighCommandOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);</nowiki></pre> | |
==== OnOfficerOrderStop ==== | ==== OnOfficerOrderStop ==== | ||
This will be called every time we get a officer order stop. | This will be called every time we get a officer order stop. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnOfficerOrderStop(int officerPlayerId, HighCommandOrderType officerOrderType);</nowiki></pre> | |
= IHoldfastSharedMethods3 = | = IHoldfastSharedMethods3 = | ||
==== OnStartSpectate ==== | ==== OnStartSpectate ==== | ||
This will be called when a player starts spectating someone else. | This will be called when a player starts spectating someone else. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnStartSpectate(int playerId, int spectatedPlayerId);</nowiki></pre> | |
==== OnStopSpectate ==== | ==== OnStopSpectate ==== | ||
This will be called when a player stops spectating. | This will be called when a player stops spectating. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnStopSpectate(int playerId, int spectatedPlayerId);</nowiki></pre> | |
==== OnStartFreeflight ==== | ==== OnStartFreeflight ==== | ||
This will be called when a player starts using freeflight cam. | This will be called when a player starts using freeflight cam. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnStartFreeflight(int playerId);</nowiki></pre> | |
==== OnStopFreeflight ==== | ==== OnStopFreeflight ==== | ||
This will be called when a player stops using freeflight cam. | This will be called when a player stops using freeflight cam. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnStopFreeflight(int playerId);</nowiki></pre> | |
==== OnMeleeArenaRoundEndFactionWinner ==== | ==== OnMeleeArenaRoundEndFactionWinner ==== | ||
This will be called on a melee arena round end depending on who wins the round. | This will be called on a melee arena round end depending on who wins the round. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);</nowiki></pre> | |
==== OnPlayerConnected ==== | ==== OnPlayerConnected ==== | ||
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This is the normal flow: OnPlayerConnected -> tell the player to loading screen -> player picks faction+class -> OnPlayerJoined | This is the normal flow: OnPlayerConnected -> tell the player to loading screen -> player picks faction+class -> OnPlayerJoined | ||
Note: Server Only. | Note: Server Only. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);</nowiki></pre> | |
==== OnPlayerDisconnected ==== | ==== OnPlayerDisconnected ==== | ||
| Line 378: | Line 224: | ||
Unlike OnPlayerLeave, this happens even on people that didn't spawn in | Unlike OnPlayerLeave, this happens even on people that didn't spawn in | ||
Note: Server Only. | Note: Server Only. | ||
| − | + | <pre style="background:#111827;color:#e5e7eb;padding:.8em 1em;border-radius:.6em;overflow:auto;line-height:1.45;font-size:.9em;"><nowiki>void OnPlayerDisconnected(int playerId);</nowiki></pre> | |
= SharedMethods Copy/Paste = | = SharedMethods Copy/Paste = | ||
| Line 486: | Line 332: | ||
|Top Info Bar | |Top Info Bar | ||
|Turning off the Top Info Bar will result in it being turned back on automatically. | |Turning off the Top Info Bar will result in it being turned back on automatically. | ||
| + | | | ||
|- | |- | ||
|Kill Log Panel | |Kill Log Panel | ||
Revision as of 18:58, 18 September 2025
Getting Started
Basic knowledge of C# and Unity is required.
Setting Up Your Environment
Connecting Unity to your editor
Make sure your Unity Editor is connected to whatever you're using to write the script. (Example: Visual Studio Community)
In the Unity Editor, click Edit -> Preferences -> External Tools -> External Script Editor -> Visual Studio Community.
Restart both your Unity Editor and your Script Editor to make sure these changes take affect.
Creating your mod
Create a new mod and name it whatever your script does.
In the Unity Editor click Holdfast SDK Tools -> Create Empty Mod
In this mod’s folder create a new script and name it what you named your mod.
Double click the script in your Unity Project to open it.
Core Concepts
The script should implement the shared interface that you're going to be using. Each interface has a few different functions but operates the same.
IHoldfastGame, IHoldfastSharedMethods, IHoldfastSharedMethods2, IHoldfastSharedMethods3.
- If you're using multiple IHoldfastSharedMethods, make sure you implement them together at the top of your script.
Example:
public class LineFormer : IHoldfastSharedMethods, IHoldfastSharedMethods2, IHoldfastSharedMethods3
Example: Here’s a mod that’s called “LineFormer” that has the script called “LineFormer.cs” which implements the IHoldfastSharedMethods interface.
Example 2: Here’s a mod that’s called “MeleeTrainer” that has the script called “MeleeTrainer.cs” which implements the IHoldfastSharedMethods & IHoldfastSharedMethods2 interfaces.
Client or Server, what are those?!
One of the most important concepts to understand while script modifying Holdfast is the concept of "Client" and "Server".
The "Server" is the game server which handles all players verification data, networking, chat/voip, etc. Whereas the "Client" is either your own client referred to as the "Owner/Local Player" or someone else referred to as a "Proxy".
Mod Install and Load Types
Similarly to the normal process of using the load_mod <steam_id> load type for mods, we've added a load_mod_server_only <steamid> which loads a mod specifically only on server side (such as a custom stats tracking or auto admin mod), and a load_mod_client_only <steamid> which inversely only loads the mod on client side (such as a ui mod or a audio replacement mod). In addition mods_installed_server_only <steamid> was also added. The advantage of this is mods that the client does not need to join the server, the clients won't need to install the mod on their end.
The load order for this new feature is first all the Common Mods are loaded and than the client/server specific one's are loaded. As always, the internal order of each list, is dependent on the order of how they were typed in the config file.
Please note players can only load mods that the server allows on their list, so a mods_installed_client_only <steamid> doesn't make sense, so if you're going to be making a client only loaded mod, it needs to be installed on both the client and the server.
Mod Variables
Simply put, mods can receive variables through the PassConfigVariables() method. These variables are supplied in the server config file in the format mod_variable <string> for Global Scope (outside of the map rotations) or mod_variable_local <string> for Local Scope (inside the map rotation). Global Scope variables will always be loaded BEFORE any local scope variables.
Server config mod variables are sent to all mods running on the server. To prevent conflicts where one mod accidentally reads another mod's settings, it is highly recommended to prefix your variables. A common and effective pattern is modID:key:value, where modID is a unique identifier for your mod (like its Steam Workshop ID or a custom prefix).
Practical Example: Slay Players on Spawn
Part 1: The Mod_Variable
mod_variable HardcoreMod:EnableKillOnSpawn:true
HardcoreMod: This is the modID.EnableKillOnSpawn: This is the key.True: This is the value.
Part 2: Script Implementation
- This script would parse this variable and use its value. This example shows how to safely check for your mod's specific variable and convert the text "true" into a boolean
true.
Security Concerns
As you might be aware, we have some security related scripts that, for example don't allow a modder to gain access to the server or client's machine (ie: System.IO, System.Reflection, etc), these typically will show up as an error on the server's console with something along the lines of
[UMod.Scripting.ScriptDomain]: Illegal reference to disallowed namespace: System.Reflection.
We've added a feature for server hosts to be able to pass a "-allowRestrictedMods" in the launch parameters of the server. This will turn off the securities on the server machine ONLY, for ALL the mods. As such, if you rent your servers, you will need to talk to your host provider to enable this if they want to support it.
What this will allow you to do is hook directly with IO operations and other restricted features (writing files, databases, websites api's, etc) so for development this will open major features that will be able to be done easier or that weren't able to be done outright.
Gotchya's
It's highly recommended that most actions that a mod would do would be defered by a frame or a few ms when it comes to interacting with a player (healing, damaging, reviving, positioning, rotation, etc). If you code something, and it's logically sound, but ingame it's not doing exactly as expected or has bugs occuring due to it, after trying to delay the action, feel free to ask in mod-support.
Note, don't use a "static" member inside of the Interface classes. This confuses the dynamic loader of C# and it'll be bad times for you trying to figure out why.
RC commands specific for modding use
Make carbon player bots not do any auto input
If you plan on modifying bots position or rotation, call the following script to force bots to not auto move or rotate. Note: this is different than setting the carbonplayer forceInputAxis/forceInputRotation, since thoses ones will lock ALL the bots in the action, whereas this will allow you to individually control bots's facing rotation and movement system.
rc carbonPlayers ignoreAutoControls <true/false>
Send network trajectory info to client without showing it to players
Similar to drawFirearmTrajectories, this will send the trajectory data from server to client. Unlike the aforementioned command, this will NOT display it to the player, but the mod will still be recieving the data. Enable this only if you're planning on using the "OnShotInfo" on a client side, for server side mods, this isn't required.
rc set drawFirearmTrajectoriesInfo <true/false>
Quiet Messages: Server-to-Client Data Transfer
Quiet messages are a powerful tool for a server-side mod to send data to a client-side mod without showing anything in the player's chat. They are essential for any mod where the server needs to update a client's custom UI or trigger a client-side action.
- The communication flow is simple:
- The server executes an rc command to send a string of data.
- The client receives that string from the OnTextMessage event.
Sending Data from the Server
- Use one of the following commands:
rc serverAdmin quietPrivateMessage <player_id> <message>
rc serverAdmin quietBroadcastMessage <message>
Receiving Data on The Client
- Your client-side mod will receive the data in the OnTextMessage method. It's crucial to filter these messages to ensure you only process the ones intended for your mod.
- Because OnTextMessage can be used by many different mods simultaneously, you must create a unique message format to avoid conflicts. If you don't, your mod might try to process messages from another mod, leading to errors. A highly recommended pattern is to prefix your messages with a unique ID, like:
MOD_ID:COMMAND:VALUE.
Practical Example: Welcome Message to a Debug.Log
Part 1: The Server-Side Code (Sending the Message) -
- This code runs on the server. When a player spawns, it sends them a quiet message containing their own PlayerID.
Part 2: The Client-Side Code (Receiving the Message)
- This code runs on every client. It listens for the specific welcome message and logs it.
IHoldfastGame
To execute RC commands from your script you must gain access one of the game's core methods. This is accomplished by implementing the "IHoldfastGame" interface.
Implement the Interface
- First, ensure your script is using the HoldfastBridge namespace.
- Your main class signature must then use IHoldfastGame.
Receive and Store the Game Methods
- The IHoldfastGame interface requires you to implement the OnGameMethodsInitialized method. The game engine calls this method once during startup and provides an IHoldfastGameMethods object.
- The best practice is to store this object in a static property. This makes the game methods accessible from anywhere in your mod's codebase without needing to pass references around.
Execute a Command
- With the GameMethods stored, you can now call ExecuteConsoleCommand from any part of your mod.
void ExecuteConsoleCommand(string command, out string output, out bool success);
command: The RC command string to execute.output: An out parameter that will be filled with any text the command returns. This is very useful for debugging.success: An out parameter that will be true if the command was recognized and executed successfully.
Practical Example: Toggling Mouse Lock for a UI Panel
- This is a common use case. When you show a custom UI, you might want to unlock the mouse to the player can interact with it.
If you hover over the interface's properties in visual studio, these can be found in the inspector too. In case visual studio doesn't link the dll correctly to inspect the data, feel free to refer to the raw cs files inside the DLL.
OnSyncValueState
The game will share an int when the mod loads. A random synchronized value (same on client and server), for example useful if you need a seed for a map generator.
void OnSyncValueState(int value);
OnUpdateSyncedTime
The game will share the current synchronized time (same on client and server) on every frame of the game.
void OnUpdateSyncedTime(double time);
OnUpdateElapsedTime
The game will return the seconds since the round started on every frame of the game.
void OnUpdateElapsedTime(float time);
OnUpdateTimeRemaining
The game will share the current remaining time on every frame of the game.
void OnUpdateTimeRemaining(float time);
OnIsServer
The game will return if the mod is loaded on a server.
void OnIsServer(bool server);
OnIsClient
The game will return if the mod is loaded on a client, if it is, you'll retrieve the current player's steam id.
void OnIsClient(bool client, ulong steamId);
... (repeat the same block formatting for any other **method signatures** you want to stand out; the pattern above is copy-paste.)
OnPlayerPacket
This will be called every time we get a packet from a user. Note: Server Side ONLY.
void OnPlayerPacket(int playerId, byte? instance, Vector3? ownerPosition, double? packetTimestamp, Vector2? ownerInputAxis, float? ownerRotationY, float? ownerPitch, float? ownerYaw, PlayerActions[] actionCollection, Vector3? cameraPosition, Vector3? cameraForward, ushort? shipID, bool swimming);
OnVehiclePacket
This will be called every time we get a packet from a vehicle. Note: Server Side ONLY.
void OnVehiclePacket(int vehicleId, Vector2 inputAxis, bool shift, bool strafe, PlayerVehicleActions[] actionCollection);
OnOfficerOrderStart
This will be called every time we get a officer order.
void OnOfficerOrderStart(int officerPlayerId, HighCommandOrderType officerOrderType, Vector3 orderPosition, float orderRotationY, int voicePhraseRandomIndex);
OnOfficerOrderStop
This will be called every time we get a officer order stop.
void OnOfficerOrderStop(int officerPlayerId, HighCommandOrderType officerOrderType);
OnStartSpectate
This will be called when a player starts spectating someone else.
void OnStartSpectate(int playerId, int spectatedPlayerId);
OnStopSpectate
This will be called when a player stops spectating.
void OnStopSpectate(int playerId, int spectatedPlayerId);
OnStartFreeflight
This will be called when a player starts using freeflight cam.
void OnStartFreeflight(int playerId);
OnStopFreeflight
This will be called when a player stops using freeflight cam.
void OnStopFreeflight(int playerId);
OnMeleeArenaRoundEndFactionWinner
This will be called on a melee arena round end depending on who wins the round.
void OnMeleeArenaRoundEndFactionWinner(int roundId, bool attackers);
OnPlayerConnected
This will be called when a player connects to a server. This is the normal flow: OnPlayerConnected -> tell the player to loading screen -> player picks faction+class -> OnPlayerJoined Note: Server Only.
void OnPlayerConnected(int playerId, bool isAutoAdmin, string backendId);
OnPlayerDisconnected
This will be called when a player leaves a server. Unlike OnPlayerLeave, this happens even on people that didn't spawn in Note: Server Only.
void OnPlayerDisconnected(int playerId);
Here is a file that has all the SharedMethods in a single file so you can copy paste them easily. https://github.com/Xarkanoth/Holdfast-Scripts/tree/main/IHoldfastSharedMethods
Key Scene GameObjects
When developing client-side mods, you will often need to find and interact with specific GameObjects that are part of the game's scene. Knowing the names of these objects and how to access them is essential for tasks like creating custom UI and manipulating cameras.
Note: GameObject names can change at any time with no update regarding the name change.
The Main Camera: Main Camera SCENE
This is the primary camera that renders the player's view. You might interact with it to get its position, change its field of view, or attach custom visual effects.
- Name:
Main Camera SCENE - Example: Finding the Main Camera
The Main UI Canvas: Main Canvas
This GameObject is the root of most of Holdfast's user interface. If you want to add your own UI elements (like panels, text, or images), you will typically make them children of this canvas to ensure they are rendered correctly on the player's screen.
- Name:
Main Canvas - Example: Finding the Main Canvas
ClientScene GameObjects
| Name | Under | Description |
|---|---|---|
| Post Processing Global Volume | ClientScene | |
| MasterAudio - Client Scene | ClientScene | |
| Nature Renderer Global Settings | ClientScene | |
| Scripts | ClientScene | |
| Audio Listener | ClientScene | |
| WindZone | ClientScene | |
| Camera - Client | ClientScene | |
| Main Canvas | ClientScene | The UI panel that players see in-game. |
| Menu Canvas | ClientScene |
Main Canvas GameObjects
| Name | Description | |
|---|---|---|
| Player Name Tags | ||
| Priority Name Tag Canvas | ||
| Spyglass Lens Panel | ||
| Settings Loading Black Background | ||
| End of Round Panel | ||
| End of Match Panel | ||
| End of Match Panel | ||
| Game Elements Panel | ||
| New Player Joined Notification Panel | ||
| Free Roam Panel | ||
| Death Screen Panel | ||
| Spectating Panel | ||
| Top Info Bar | Turning off the Top Info Bar will result in it being turned back on automatically. | |
| Kill Log Panel | ||
| UI Proxy Player Card Container Panel | ||
| Main Respawn Timer Container | ||
| P Menu Panel | ||
| Round Players Control Panel - Dialog Box | ||
| Report Submitted Popup | ||
| New Scoreboard Panel | ||
| Round End Panel | ||
| New Chat Panel | ||
| VOIP Elements Panel | ||
| Poll Voting Panel | ||
| In-game Server Details Panel | ||
| Controls Notification Popup |
Menu Canvas GameObjects
| Name | Description |
|---|---|
| Main Screen Panels | |
| IntroInfo Panel | |
| Game Console Panel | |
| Settings Loading Panel Overlay | |
| Tooltip Panel | |
| Loading Screen Panel |
Code Examples & Resources
AGS's Misc Examples
https://github.com/CM2Walki/HoldfastMods
Elf's Custom Factions
https://github.com/LoganBlinco/BaseCustomFactionMod Custom Factions#Replacing Factions
Spammy's Chat Filter
Spammy's OwO Slapper
Xarkanoth's Examples
https://github.com/Xarkanoth/Holdfast-Scripts
Feel free to post in the Official Holdfast Discord #Mod-Support for any help
Support
Got a question that's not covered in this documentation?
We will gladly give you a helping hand should you require, so don't shy away from asking any questions. You will also find members within the community familiar with the toolset willing to do so. Join the Official Discord then apply for the 'Artisan' role by selecting the art emoji in the #getting-started channel. This will unlock all channels concerning the discussion of modifications and scripting.













