Difference between revisions of "Admin Features"

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(Created page with "=== 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...")
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Revision as of 13:01, 22 March 2024

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).

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
Autoadmin artyclaim.jpg

Fire Out Of Line

All classes in the game have customisable settings. These can be changed by the command

mod_variable autoadmin:ClassName:<Layer>,<SafeZone>,<ChainZone>,<OtherPlayersNeeded>

Variable Name Description Examples
ClassName Class Name enum
  • ArmyInfantryOfficer
  • Guard
Layer The layer that will be checked. Each class can have multiple layers that get checked
  • Player
  • Arty
  • Cav
SafeZone The distance (in meters) that will players must be inside to allow the player to shoot 1.13 (m)
ChainZone If the minimum number of players needed is not in the safe zone, then this distance will be used to check if a player is valid via chaining. This is used for players on the "edge" of lines. Recommend making it 1m bigger than the safe zone. 2.13 (m)
Other Players Needed The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL 2

Example

Below is an example of allowing Surgeons to Skirm

mod_variable AutoAdmin:Surgeon:Player,5,6,1

Below is an example of allowing Guards to Skirm around a cannon, while only allowing them to shoot in line when no cannon is near.

mod_variable autoadmin:Guard:Player,1.13,2.13,2 mod_variable autoadmin:Guard:Arty,15,20,1

Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.

mod_variable autoadmin:Carpenter:Player,1.13,2.13,2 mod_variable autoadmin:Carpenter:Arty,15,20,1 mod_variable autoadmin:Carpenter:Cav,15,20,1

If a casualty occurs in the line, a “ghost” collider is placed where the player died. This will prevent people from being called out for FOL due to a casualty. The time the ghost exists for can be changed by the variable “timeToExist” (in seconds).

Variable Name Description Argument Default
timeToExist The time in seconds that a player is still considered valid after being killed. float 1 (s)

All Charge

Config Command Description Arguments Default
allChargeVisableWarning 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. 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 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. int 30 (s)
minimumNumbersOfPlayers Minimum number of players on the server to trigger a percentage based all charge. int 15
allChargeMinPercentageAlive 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 float 0.52
allChargeMessage The message sent when calling an all charge string All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!
Mode Description
None Auto admin will not call all charge automatically (default state).
TimeOnly 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
PercentageOnly 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.
TimePercentageConstant 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.

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