Difference between revisions of "Admin Features"

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== Ray-Gun System ==
 
== Ray-Gun System ==
When logged in as admin, you can access the ray gun by looking (in free roam or spawned in) at a player and hitting Alt + Q. If a player is found in the direction you are looking, then the player information panel will open up giving fast access to message, revive, slay and slap. These can be accessed via the number keys (1,2,3,4).  
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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:
 +
{| class="wikitable"
 +
|+
 +
!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.
  
== Artillery Priority System ==
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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. 
  
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:<pre>
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== Fire Out of Line ==
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false
 
</pre>
 
  
== Fire Out Of Line ==
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Fire Out of Line (FOL) only allows shooting firearms while players are within a line. To enable it, use: <pre>fol_enabled true</pre>
Fire Out Of Line 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.
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{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
FOL Class Settings
+
 
 
!Setting Name
 
!Setting Name
 
!Description
 
!Description
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Some classes have specific default value overrides, listed here:
 
Some classes have specific default value overrides, listed here:
 
{| class="wikitable"
 
{| class="wikitable"
|+FOL Class Default Overrides
+
|+
 
!Class
 
!Class
 
!Setting
 
!Setting
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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:<pre>fol_fire_block_duration <value></pre>
 
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:<pre>fol_fire_block_duration <value></pre>
  
 +
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:<pre>fol_ghost_duration <value></pre>
  
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:<pre>fol_ghost_duration <value></pre>
 
 
== All Charge ==
 
== All Charge ==
 +
When All Charge is activated, firing is restricted. It can be enabled at any time via the RC command:<pre>rc ac <delay></pre>(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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!Config Command
+
!Mode Name
 
!Description
 
!Description
!Arguments
 
!Default
 
 
|-
 
|-
|allChargeVisableWarning
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|none
|The amount warning time given to players before an all charge. Eg if an all charge would be triggered for 10:00, then a 30 second warning means the broadcast will occur at 10:30 letting them know.
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|Auto trigger system disabled.
|int
 
|30 (s)
 
|-
 
|allChargeTimeTrigger
 
|In an all charge mode which considers time, when this time is reached, all charge will be called. Eg setting it to 600 will call all charge at 10:00.
 
|int
 
|360 (s)
 
 
|-
 
|-
|allChargeTriggerDelay
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|time_only
|The time between a percentage-based trigger and when its called. Eg the percentage-based trigger is met at 11:00, the game will then wait this time before announcing all charge. Eg 11:00 trigger, 10:30 announcement, 10:00 activation.
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|All Charge will trigger after a set time from round start.
|int
 
|30 (s)
 
 
|-
 
|-
|minimumNumbersOfPlayers
+
|percent_only
|Minimum number of players on the server to trigger a percentage based all charge.
+
|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).
|int
 
|15
 
 
|-
 
|-
|allChargeMinPercentageAlive
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|percent_or_time
|When the round goes below this value of current players alive compared to the amount spawned, then an all charge will be called if using a percentage based automatic all charge trigger
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|All Charge will trigger when either the time condition or the percent condition is met, whichever becomes true first.
|float
 
|0.52
 
|-
 
|allChargeMessage
 
|The message sent when calling an all charge
 
|string
 
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!
 
 
|}
 
|}
 
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To set the Auto Trigger Mode, use:<pre>all_charge_auto_trigger_mode <AutoTriggerMode></pre>
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!Mode
+
Other All Charge Commands
 +
!Config Command
 
!Description
 
!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)
 
|-
 
|-
|None
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|all_charge_percent_trigger_min_players_needed
|Auto admin will not call all charge automatically (default state).
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|The percent trigger will only activate if the round started with a minimum of this number of players.
 +
|int
 
|-
 
|-
|TimeOnly
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|all_charge_block_pistol_fire
|When the time set in allChargeTimeTrigger is reached, all charge will be called. Will give a warning in advance up to the number of seconds set in allChargeVisableWarningTime
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|Sets whether to block pistol fire during All Charge.
 +
|bool
 
|-
 
|-
|PercentageOnly
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|all_charge_block_artillery_fire
|When the number of players alive on the server is lower than this percentage, all charge will be called. Must have at least minimumNumbersOfPlayers connected to the server or will not call all charge.
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|Sets whether to block artillery fire during All Charge.
 +
|bool
 
|-
 
|-
|TimePercentageConstant
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|all_charge_slow_cavalry
|Will have percentage and time conditions. If either condition are met will call all charge. Therefore will use percentage based unless the round goes on for a while where it will call it based on time. This is recommended setting for automatic all charge.  
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|Sets whether cavalry should be restricted to a slow speed during All Charge.
 +
|bool
 
|}
 
|}
  
 
== Artillery Settings ==
 
== 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:<pre>arty_claiming_notifications true</pre>
 
{| class="wikitable"
 
{| class="wikitable"
|+
+
|+Other Artillery Commands
 
!Config Command
 
!Config Command
 
!Description
 
!Description
!Arguments
 
!Default
 
 
|-
 
|-
|ArtilleryLiveTimer
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|arty_firing_start_time
|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.
+
|Disables artillery firing until the set time in seconds has passed.
|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
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|arty_on_arty_start_time
|This is the message messaged to players after they claim an artillery piece
+
|Disables artillery fire damaging other artillery pieces until the set time in seconds has passed.
|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
 
 
|}
 
|}

Latest revision as of 09:42, 3 April 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 <AutoTriggerMode>
Other All Charge Commands
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
Other Artillery Commands
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.