Difference between revisions of "Server Configuration"

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Weapon Racks are interact-able objects that can hold specific amounts of weapons. Players can interact with a weapon rack by holding E to take a weapon from the rack and add it to their characters inventory. Taking a weapon depletes the amount left on the rack allowing for a limited supply of weapons if the server host wishes.
 
Weapon Racks are interact-able objects that can hold specific amounts of weapons. Players can interact with a weapon rack by holding E to take a weapon from the rack and add it to their characters inventory. Taking a weapon depletes the amount left on the rack allowing for a limited supply of weapons if the server host wishes.
  
objects_override Weapon Rack <x> <y> <z> <Object Rotation> <Weapon> <No. Of Weapons In Rack>
+
objects_override Weapon Rack <Object Position> <Object Rotation> <Weapon> <No. Of Weapons In Rack>
  
 
'''Object Position'''  
 
'''Object Position'''  
  
 
The location of where the Weapon Rack will be spawned onto the map using x, y, and z coordinates
 
The location of where the Weapon Rack will be spawned onto the map using x, y, and z coordinates
 +
*get P
  
 
+
<Object Position> is defined as three sets numerical values in the format x y z = 0 0 0
 
 
<Maximum Carriable Ammo> defined as a numerical value between 0 and 999
 

Revision as of 01:07, 22 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: NaW’s 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.

Here’s 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

Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman

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 Use the following override command to configure firearm ammunition related settings as well as limitations. As the functionality for pickable weapons through weapon racks and ammo boxes exists within the game, through these settings we allow you to configure ammunition related settings for each and every weapon based on the class a firearm is being equipped by.

Input the below commands per map rotation in the server configuration file.

firearm_ammo_override <Faction> <Class> <Firearm> <Starting Ammo> <Loaded Ammo In Barrel> <Maximum Carriable Ammo>

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

Firearm

The type of firearm that you are customizing

Command Input Result
Pistol Pistol
Blunderbuss Blunderbuss
Musket Musket
BakerRifle Baker Rifle (A non-bayonetted Charleville musket model represents the French and Prussian rifle)

Starting Ammo

The amount of ammunition the firearm will start with.

<Starting Ammo> is defined as a numerical value between 0 and 999

Loaded Ammo In Barrel

Define how much ammunition is pre loaded into the firearm for the weapons

  • Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.

<Loaded Ammo In Barrel> defined as a numerical value between 0 and 999

Maximum Carriable Ammo

The maximum amount of ammunition able to be carried for a firearm.

  • This value can be larger than <Starting Ammo> for game-modes that use the ammo box object

<Maximum Carriable Ammo> defined as a numerical value between 0 and 999

Objects Override - Weapon Racks Weapon Racks are interact-able objects that can hold specific amounts of weapons. Players can interact with a weapon rack by holding E to take a weapon from the rack and add it to their characters inventory. Taking a weapon depletes the amount left on the rack allowing for a limited supply of weapons if the server host wishes.

objects_override Weapon Rack <Object Position> <Object Rotation> <Weapon> <No. Of Weapons In Rack>

Object Position

The location of where the Weapon Rack will be spawned onto the map using x, y, and z coordinates

  • get P

<Object Position> is defined as three sets numerical values in the format x y z = 0 0 0