Admin Features
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 more convenience.
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.
Artillery Priority System
This panel allows admins to see who has claimed artillery pieces. Artillery can only be claimed by a cannoneer or a sapper. This can be disabled by:
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false
Fire Out Of Line
Fire Out Of Line 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
Config Command | Description | Arguments | Default |
---|---|---|---|
ArtilleryLiveTimer | If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting "rc delayed XX set allowArtyFiring" in your config for every rotation. | int | -1 |
ArtyOnArtyTime | The time (in seconds) for when Arty on Arty is live. If an Arty on Arty shot is detected before this time, a broadcast message will be posted notifying the admin who shot the cannon. | int | 3600 |
ArtilleryPrioritySystemEnabled | Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. | bool | true |
CannonClaimedMessage | This is the message messaged to players after they claim an artillery piece | string | You have claimed the Artillery piece and have priority while you remain using it. If someone else takes control of it, then type in recruitment chat to notify an admin |