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	<id>https://wiki.holdfastgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elf</id>
	<title>Holdfast: Nations At War - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.holdfastgame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elf"/>
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	<updated>2026-05-28T20:22:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2653</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2653"/>
		<updated>2023-09-09T10:26:00Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Installing the mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
AGS / Harper have provided a template for creating Custom Factions to support this mod.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod ==&lt;br /&gt;
Before you can start creating custom factions, you must get your SDK setup. &lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods.&lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor.&lt;br /&gt;
# Create a new empty mod.&lt;br /&gt;
# Download and copy files from [https://github.com/LoganBlinco/BaseCustomFactionMod GitHub] into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build.&lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
With a new mod created and files downloaded from the Github page, your folder should look like this:&lt;br /&gt;
[[File:Custom factions modfolder.png|border|none|thumb|Custom faction Mod folder structure]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside this file are three two sub-directories and a scene file. &lt;br /&gt;
&lt;br /&gt;
* The scripts folder should not be touched since it is how the mod replaces the ingame assets. &lt;br /&gt;
* The official templates provided by Harper and AGS can be used as references to create custom faction images. &lt;br /&gt;
* The scene file is what will be used to create the mod.&lt;br /&gt;
[[File:Custom factions folder structure.png|none|thumb]]&lt;br /&gt;
# Open up the scene file. In the scene is an object called &amp;quot;[Manager]&amp;quot; click this to open the inspector in the right hand side of Unity. Top right click the padlock to fix it in place.&lt;br /&gt;
# Click the plus button to create your first custom faction. You can repeat this process to create multiple custom factions on the same mod.&lt;br /&gt;
# Fill the references in. Use the templates provided and the table as reference material&lt;br /&gt;
# Build and upload the mod. Make sure the scripts are inside the build folder otherwise it will not work. &lt;br /&gt;
[[File:Custom factions inspector.png|border|none|thumb|Inspector]]&lt;br /&gt;
[[File:Custom factions empty referecnes.png|none|thumb|References]]&lt;br /&gt;
[[File:Custom factions full references.png|border|none|thumb|Filled in references]]&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|Faction ID Name&lt;br /&gt;
|string&lt;br /&gt;
|ID used for the faction when not using faction based replacement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction to override&lt;br /&gt;
|enum&lt;br /&gt;
|enum of which base-game faction the faction will replace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name to Use&lt;br /&gt;
|string&lt;br /&gt;
|The faction name used in the Spawn menu and end of round screen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name Adjective&lt;br /&gt;
|string&lt;br /&gt;
|Adjective to describe players of the factions. For example &amp;quot;the british are victorious&amp;quot; instead of &amp;quot;the britain are victorious&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Crest&lt;br /&gt;
|Sprite&lt;br /&gt;
|This is the crest image of the faction used in various menus. &lt;br /&gt;
|[[File:Custom factions crest.png|thumb|Rhein Crest]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Emblem&lt;br /&gt;
|Sprite&lt;br /&gt;
|Emblem image used in the scoreboard and other menus.&lt;br /&gt;
|[[File:Custom factions emlem.png|thumb|209x209px|Rhein Emblem]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Background Selection&lt;br /&gt;
|Sprite&lt;br /&gt;
|Background flag used on the &amp;quot;Select faction&amp;quot; screen. This flag is only half of the image with a fade applied. Harper has provided a template for this, I recommend you use it. &lt;br /&gt;
|[[File:Custom factions backgrouind.png|thumb|151x151px|Rhein background]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Top Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Flag used for the Top bar panel where faction scores are contained. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top image]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Map Voting Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Icon used for the map voting screen when a faction is selectable&lt;br /&gt;
|[[File:Custom factions mapvoting.png|thumb|178x178px|Rhein Map voting Icon]]&lt;br /&gt;
|-&lt;br /&gt;
|Flag replacement Image&lt;br /&gt;
|Texture&lt;br /&gt;
|Texture used to replace in-game flags eg the flag shown in the spawn menu. I recommend using the Top Image for this. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top Image]]&lt;br /&gt;
|}&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval game mode only has two in game factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable custom_factions:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable custom_factions:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable custom_factions:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local custom_factions:UseCustomFactions:true&lt;br /&gt;
mod_variable_local custom_factions:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local custom_factions:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2652</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2652"/>
		<updated>2023-09-09T10:22:20Z</updated>

		<summary type="html">&lt;p&gt;Elf: New update for custom factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
AGS / Harper have provided a template for creating Custom Factions to support this mod.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod ==&lt;br /&gt;
Before you can start creating custom factions, you must get your SDK setup. &lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods.&lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor.&lt;br /&gt;
# Create a new empty mod.&lt;br /&gt;
# Download and copy files from GitHub into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build.&lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
With a new mod created and files downloaded from the Github page, your folder should look like this:&lt;br /&gt;
[[File:Custom factions modfolder.png|border|none|thumb|Custom faction Mod folder structure]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside this file are three two sub-directories and a scene file. &lt;br /&gt;
&lt;br /&gt;
* The scripts folder should not be touched since it is how the mod replaces the ingame assets. &lt;br /&gt;
* The official templates provided by Harper and AGS can be used as references to create custom faction images. &lt;br /&gt;
* The scene file is what will be used to create the mod.&lt;br /&gt;
[[File:Custom factions folder structure.png|none|thumb]]&lt;br /&gt;
# Open up the scene file. In the scene is an object called &amp;quot;[Manager]&amp;quot; click this to open the inspector in the right hand side of Unity. Top right click the padlock to fix it in place.&lt;br /&gt;
# Click the plus button to create your first custom faction. You can repeat this process to create multiple custom factions on the same mod.&lt;br /&gt;
# Fill the references in. Use the templates provided and the table as reference material&lt;br /&gt;
# Build and upload the mod. Make sure the scripts are inside the build folder otherwise it will not work. &lt;br /&gt;
[[File:Custom factions inspector.png|border|none|thumb|Inspector]]&lt;br /&gt;
[[File:Custom factions empty referecnes.png|none|thumb|References]]&lt;br /&gt;
[[File:Custom factions full references.png|border|none|thumb|Filled in references]]&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|Faction ID Name&lt;br /&gt;
|string&lt;br /&gt;
|ID used for the faction when not using faction based replacement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction to override&lt;br /&gt;
|enum&lt;br /&gt;
|enum of which base-game faction the faction will replace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name to Use&lt;br /&gt;
|string&lt;br /&gt;
|The faction name used in the Spawn menu and end of round screen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name Adjective&lt;br /&gt;
|string&lt;br /&gt;
|Adjective to describe players of the factions. For example &amp;quot;the british are victorious&amp;quot; instead of &amp;quot;the britain are victorious&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Crest&lt;br /&gt;
|Sprite&lt;br /&gt;
|This is the crest image of the faction used in various menus. &lt;br /&gt;
|[[File:Custom factions crest.png|thumb|Rhein Crest]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Emblem&lt;br /&gt;
|Sprite&lt;br /&gt;
|Emblem image used in the scoreboard and other menus.&lt;br /&gt;
|[[File:Custom factions emlem.png|thumb|209x209px|Rhein Emblem]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Background Selection&lt;br /&gt;
|Sprite&lt;br /&gt;
|Background flag used on the &amp;quot;Select faction&amp;quot; screen. This flag is only half of the image with a fade applied. Harper has provided a template for this, I recommend you use it. &lt;br /&gt;
|[[File:Custom factions backgrouind.png|thumb|151x151px|Rhein background]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Top Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Flag used for the Top bar panel where faction scores are contained. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top image]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Map Voting Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Icon used for the map voting screen when a faction is selectable&lt;br /&gt;
|[[File:Custom factions mapvoting.png|thumb|178x178px|Rhein Map voting Icon]]&lt;br /&gt;
|-&lt;br /&gt;
|Flag replacement Image&lt;br /&gt;
|Texture&lt;br /&gt;
|Texture used to replace in-game flags eg the flag shown in the spawn menu. I recommend using the Top Image for this. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top Image]]&lt;br /&gt;
|}&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval game mode only has two in game factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable custom_factions:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable custom_factions:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable custom_factions:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local custom_factions:UseCustomFactions:true&lt;br /&gt;
mod_variable_local custom_factions:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local custom_factions:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_full_references.png&amp;diff=2651</id>
		<title>File:Custom factions full references.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_full_references.png&amp;diff=2651"/>
		<updated>2023-09-09T10:20:15Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;custom_factions_full_references&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_empty_referecnes.png&amp;diff=2650</id>
		<title>File:Custom factions empty referecnes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_empty_referecnes.png&amp;diff=2650"/>
		<updated>2023-09-09T10:19:39Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;custom_factions_empty_referecnes&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_inspector.png&amp;diff=2649</id>
		<title>File:Custom factions inspector.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_inspector.png&amp;diff=2649"/>
		<updated>2023-09-09T10:18:51Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;custom_factions_inspector&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_folder_structure.png&amp;diff=2648</id>
		<title>File:Custom factions folder structure.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_folder_structure.png&amp;diff=2648"/>
		<updated>2023-09-09T10:11:03Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;custom_factions_folder_structure&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_modfolder.png&amp;diff=2647</id>
		<title>File:Custom factions modfolder.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_modfolder.png&amp;diff=2647"/>
		<updated>2023-09-09T09:50:26Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;modfolder for custom factions&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2646</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2646"/>
		<updated>2023-09-09T09:38:06Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Replacing Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FThis page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod ==&lt;br /&gt;
Before you can start creating custom factions, you must get your SDK setup. &lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods.&lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor.&lt;br /&gt;
# Create a new empty mod.&lt;br /&gt;
# Download and copy files from GitHub into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build.&lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
With a new mod created and files downloaded from the Github page, your folder should look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside this file are three two sub-directories and a scene file. &lt;br /&gt;
&lt;br /&gt;
* The scripts folder should not be touched since it is how the mod replaces the ingame assets. &lt;br /&gt;
* The official templates provided by Harper and AGS can be used as references to create custom faction images. &lt;br /&gt;
* The scene file is what will be used to create the mod.&lt;br /&gt;
&lt;br /&gt;
# Open up the scene file. In the scene is an object called &amp;quot;[Manager]&amp;quot; click this to open the inspector in the right hand side of Unity. Top right click the padlock to fix it in place.&lt;br /&gt;
# Click the plus button to create your first custom faction. You can repeat this process to create multiple custom factions on the same mod.&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|Faction ID Name&lt;br /&gt;
|string&lt;br /&gt;
|ID used for the faction when not using faction based replacement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction to override&lt;br /&gt;
|enum&lt;br /&gt;
|enum of which base-game faction the faction will replace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name to Use&lt;br /&gt;
|string&lt;br /&gt;
|The faction name used in the Spawn menu and end of round screen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name Adjective&lt;br /&gt;
|string&lt;br /&gt;
|Adjective to describe players of the factions. For example &amp;quot;the british are victorious&amp;quot; instead of &amp;quot;the britain are victorious&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Crest&lt;br /&gt;
|Sprite&lt;br /&gt;
|This is the crest image of the faction used in various menus. &lt;br /&gt;
|[[File:Custom factions crest.png|thumb|Rhein Crest]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Emblem&lt;br /&gt;
|Sprite&lt;br /&gt;
|Emblem image used in the scoreboard and other menus.&lt;br /&gt;
|[[File:Custom factions emlem.png|thumb|209x209px|Rhein Emblem]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Background Selection&lt;br /&gt;
|Sprite&lt;br /&gt;
|Background flag used on the &amp;quot;Select faction&amp;quot; screen. This flag is only half of the image with a fade applied. Harper has provided a template for this, I recommend you use it. &lt;br /&gt;
|[[File:Custom factions backgrouind.png|thumb|151x151px|Rhein background]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Top Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Flag used for the Top bar panel where faction scores are contained. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top image]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction Map Voting Image&lt;br /&gt;
|Sprite&lt;br /&gt;
|Icon used for the map voting screen when a faction is selectable&lt;br /&gt;
|[[File:Custom factions mapvoting.png|thumb|178x178px|Rhein Map voting Icon]]&lt;br /&gt;
|-&lt;br /&gt;
|Flag replacement Image&lt;br /&gt;
|Texture&lt;br /&gt;
|Texture used to replace in-game flags eg the flag shown in the spawn menu. I recommend using the Top Image for this. &lt;br /&gt;
|[[File:Custom factions topflag.png|thumb|153x153px|Rhein Top Image]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval gamemode only has two ingame factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local xmg_rating:UseCustomFactions:true&lt;br /&gt;
mod_variable_local xmg_rating:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local xmg_rating:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_mapvoting.png&amp;diff=2645</id>
		<title>File:Custom factions mapvoting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_mapvoting.png&amp;diff=2645"/>
		<updated>2023-09-09T09:36:10Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhein map voting icon for the custom faction mod providing example image.&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_topflag.png&amp;diff=2644</id>
		<title>File:Custom factions topflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_topflag.png&amp;diff=2644"/>
		<updated>2023-09-09T09:34:56Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhein top flag for the custom faction mod providing example image.&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_backgrouind.png&amp;diff=2643</id>
		<title>File:Custom factions backgrouind.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_backgrouind.png&amp;diff=2643"/>
		<updated>2023-09-09T09:33:42Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhein background for the custom faction mod providing example image.&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_emlem.png&amp;diff=2642</id>
		<title>File:Custom factions emlem.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_emlem.png&amp;diff=2642"/>
		<updated>2023-09-09T09:31:31Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhein emblem for the custom faction mod providing example image.&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_crest.png&amp;diff=2641</id>
		<title>File:Custom factions crest.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Custom_factions_crest.png&amp;diff=2641"/>
		<updated>2023-09-09T09:30:19Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhein Crest for the custom faction mod providing example image.&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2628</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2628"/>
		<updated>2023-09-02T11:38:51Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Setting up the Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod ==&lt;br /&gt;
Before you can start creating custom factions, you must get your SDK setup. &lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods.&lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor.&lt;br /&gt;
# Create a new empty mod.&lt;br /&gt;
# Download and copy files from GitHub into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build.&lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|Faction ID Name&lt;br /&gt;
|string&lt;br /&gt;
|ID used for the faction when not using faction based replacement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction to override&lt;br /&gt;
|enum&lt;br /&gt;
|enum of which base-game faction the faction will replace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name to Use&lt;br /&gt;
|string&lt;br /&gt;
|The faction name used for the scoreboard or spawn menu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name Adjective&lt;br /&gt;
|string&lt;br /&gt;
|Adjective to describe players of the factions. For example &amp;quot;the british are victorious&amp;quot; instead of &amp;quot;the britain are victorious&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Top Bar Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|The flag icons used at the top of the screen showing faction score.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scoreboard Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Image used on the scoreboard for the faction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Selection Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Image used for the faction selection screen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Selection Disabled Sprite&lt;br /&gt;
|&lt;br /&gt;
|Image used for the faction selection screen if spawning is not enabled for the faction (eg player limit reached)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Square Round End Board Sprite&lt;br /&gt;
|Sprite&lt;br /&gt;
|Emblem used for the round end scoreboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flag Replacement Image&lt;br /&gt;
|Texture2D&lt;br /&gt;
|Texture used when replacing in-game flag objects (eg capture points).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Map Voting Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Emblem used for the faction when map voting.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval gamemode only has two ingame factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local xmg_rating:UseCustomFactions:true&lt;br /&gt;
mod_variable_local xmg_rating:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local xmg_rating:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2609</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2609"/>
		<updated>2023-08-27T10:29:22Z</updated>

		<summary type="html">&lt;p&gt;Elf: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners.&lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI Panels ==&lt;br /&gt;
&lt;br /&gt;
=== Ray-Gun System ===&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|left]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]in the punishment panel, players can quick select preset messages via Alt + number. (Alt + 1, Alt + 2 etc).&lt;br /&gt;
&lt;br /&gt;
=== Quick Access Panel ===&lt;br /&gt;
The quick access panel (open with F5) allows for easy access to common commands. Admins can use it to call all charge, end the round, set weather, broadcast messages and create polls. &lt;br /&gt;
[[File:Autoadmin quickaccess.jpg|border|none|thumb|Quick Access panel opened with  F5]]&lt;br /&gt;
&lt;br /&gt;
=== Map Rotations Panel ===&lt;br /&gt;
&lt;br /&gt;
By default , this panel will show those used in the public linebattle. These can be changed via the config by the command:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:ModdedMapExample,ArmyAssault,French,British&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:Egypt,ArmyAssault,French,British&lt;br /&gt;
&amp;lt;/pre&amp;gt;Using this panel, you can easily override a config or rotate to a specific config.&lt;br /&gt;
[[File:Autoadmin mapRotations.jpg|border|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Kill Log Panel ===&lt;br /&gt;
This panel allows admins to see recent kills from each team and quickly slay or revive players. &lt;br /&gt;
[[File:Autoadmin killlog.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Artillery Priority Panel ===&lt;br /&gt;
&lt;br /&gt;
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:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:Autoadmin artyclaim.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable autoadmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable autoadmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable autoadmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. By default the AutoAdmin will be on mode &amp;quot;None&amp;quot;. This can be changed by: &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:allChargeState:&amp;lt;mode&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2608</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2608"/>
		<updated>2023-08-27T10:28:21Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added allChargeState config variable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners.&lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI Panels ==&lt;br /&gt;
&lt;br /&gt;
=== Ray-Gun System ===&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|left]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]in the punishment panel, players can quick select preset messages via Alt + number. (Alt + 1, Alt + 2 etc).&lt;br /&gt;
&lt;br /&gt;
=== Quick Access Panel ===&lt;br /&gt;
The quick access panel (open with F5) allows for easy access to common commands. Admins can use it to call all charge, end the round, set weather, broadcast messages and create polls. &lt;br /&gt;
[[File:Autoadmin quickaccess.jpg|border|none|thumb|Quick Access panel opened with  F5]]&lt;br /&gt;
&lt;br /&gt;
=== Map Rotations Panel ===&lt;br /&gt;
&lt;br /&gt;
By default , this panel will show those used in the public linebattle. These can be changed via the config by the command:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:ModdedMapExample,ArmyAssault,French,British&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:Egypt,ArmyAssault,French,British&lt;br /&gt;
&amp;lt;/pre&amp;gt;Using this panel, you can easily override a config or rotate to a specific config.&lt;br /&gt;
[[File:Autoadmin mapRotations.jpg|border|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Kill Log Panel ===&lt;br /&gt;
This panel allows admins to see recent kills from each team and quickly slay or revive players. &lt;br /&gt;
[[File:Autoadmin killlog.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Artillery Priority Panel ===&lt;br /&gt;
&lt;br /&gt;
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:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:Autoadmin artyclaim.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. By default the AutoAdmin will be on mode &amp;quot;None&amp;quot;. This can be changed by: &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:allChargeState:&amp;lt;mode&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2607</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2607"/>
		<updated>2023-08-21T14:47:23Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners.&lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI Panels ==&lt;br /&gt;
&lt;br /&gt;
=== Ray-Gun System ===&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|left]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]in the punishment panel, players can quick select preset messages via Alt + number. (Alt + 1, Alt + 2 etc).&lt;br /&gt;
&lt;br /&gt;
=== Quick Access Panel ===&lt;br /&gt;
The quick access panel (open with F5) allows for easy access to common commands. Admins can use it to call all charge, end the round, set weather, broadcast messages and create polls. &lt;br /&gt;
[[File:Autoadmin quickaccess.jpg|border|none|thumb|Quick Access panel opened with  F5]]&lt;br /&gt;
&lt;br /&gt;
=== Map Rotations Panel ===&lt;br /&gt;
&lt;br /&gt;
By default , this panel will show those used in the public linebattle. These can be changed via the config by the command:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:ModdedMapExample,ArmyAssault,French,British&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:Egypt,ArmyAssault,French,British&lt;br /&gt;
&amp;lt;/pre&amp;gt;Using this panel, you can easily override a config or rotate to a specific config.&lt;br /&gt;
[[File:Autoadmin mapRotations.jpg|border|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Kill Log Panel ===&lt;br /&gt;
This panel allows admins to see recent kills from each team and quickly slay or revive players. &lt;br /&gt;
[[File:Autoadmin killlog.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Artillery Priority Panel ===&lt;br /&gt;
&lt;br /&gt;
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:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:Autoadmin artyclaim.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2606</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2606"/>
		<updated>2023-08-21T14:46:43Z</updated>

		<summary type="html">&lt;p&gt;Elf: Should be all done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners.&lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ray-Gun System ==&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|left]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]in the punishment panel, players can quick select preset messages via Alt + number. (Alt + 1, Alt + 2 etc).&lt;br /&gt;
&lt;br /&gt;
== Quick Access Panel ==&lt;br /&gt;
The quick access panel (open with F5) allows for easy access to common commands. Admins can use it to call all charge, end the round, set weather, broadcast messages and create polls. &lt;br /&gt;
[[File:Autoadmin quickaccess.jpg|border|none|thumb|Quick Access panel opened with  F5]]&lt;br /&gt;
&lt;br /&gt;
== Map Rotations Panel ==&lt;br /&gt;
By default , this panel will show those used in the public linebattle. These can be changed via the config by the command:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:ModdedMapExample,ArmyAssault,French,British&lt;br /&gt;
mod_variable autoadmin:AddMapRotation:Egypt,ArmyAssault,French,British&lt;br /&gt;
&amp;lt;/pre&amp;gt;Using this panel, you can easily override a config or rotate to a specific config.&lt;br /&gt;
[[File:Autoadmin mapRotations.jpg|border|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Kill Log Panel ==&lt;br /&gt;
This panel allows admins to see recent kills from each team and quickly slay or revive players. &lt;br /&gt;
[[File:Autoadmin killlog.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Artillery Priority Panel ==&lt;br /&gt;
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:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ArtilleryPrioritySystemEnabled:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:Autoadmin artyclaim.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_artyclaim.jpg&amp;diff=2605</id>
		<title>File:Autoadmin artyclaim.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_artyclaim.jpg&amp;diff=2605"/>
		<updated>2023-08-21T14:46:23Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Autoadmin artyclaim&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_killlog.jpg&amp;diff=2604</id>
		<title>File:Autoadmin killlog.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_killlog.jpg&amp;diff=2604"/>
		<updated>2023-08-21T14:44:57Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Autoadmin killlog&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_mapRotations.jpg&amp;diff=2603</id>
		<title>File:Autoadmin mapRotations.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_mapRotations.jpg&amp;diff=2603"/>
		<updated>2023-08-21T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Autoadmin mapRotations&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_quickaccess.jpg&amp;diff=2602</id>
		<title>File:Autoadmin quickaccess.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_quickaccess.jpg&amp;diff=2602"/>
		<updated>2023-08-21T14:40:32Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AutoAdmin quickaccess panel&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2601</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2601"/>
		<updated>2023-08-21T14:36:06Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Ray-Gun System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ray-Gun System ==&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|none]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2600</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2600"/>
		<updated>2023-08-21T14:35:59Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Ray-Gun System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ray-Gun System ==&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.|alt=|border|none]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number|alt=|none]]&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2599</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2599"/>
		<updated>2023-08-21T14:34:11Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ray-Gun System ==&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb|RayGun panel opened via Alt + Q.]]&lt;br /&gt;
[[File:Autoadmin raygunpunishment.jpg|thumb|Punishment Panel. You can select presets via Alt + number]]&lt;br /&gt;
[[File:Autoadmin raygun.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_raygunpunishment.jpg&amp;diff=2598</id>
		<title>File:Autoadmin raygunpunishment.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_raygunpunishment.jpg&amp;diff=2598"/>
		<updated>2023-08-21T14:33:05Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AutoAdmin punishment Menu&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_raygun.jpg&amp;diff=2597</id>
		<title>File:Autoadmin raygun.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=File:Autoadmin_raygun.jpg&amp;diff=2597"/>
		<updated>2023-08-21T14:32:17Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ray gun panel in the autoadmin mod&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2596</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2596"/>
		<updated>2023-08-21T13:48:23Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Artillery Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|&lt;br /&gt;
* ArmyInfantryOfficer&lt;br /&gt;
* Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|&lt;br /&gt;
* Player&lt;br /&gt;
* Arty&lt;br /&gt;
* Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2595</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2595"/>
		<updated>2023-08-16T11:13:03Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|ArmyInfantryOfficer &lt;br /&gt;
Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|Player &lt;br /&gt;
Arty&lt;br /&gt;
&lt;br /&gt;
Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat Filter For Admin Logs ==&lt;br /&gt;
Admin logs by default are filtered out of the chat. These can be re-enabled by the config line:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ApplyAdminActionChatFilter:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2594</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2594"/>
		<updated>2023-08-16T10:52:59Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&lt;br /&gt;
&lt;br /&gt;
=== Prevent Illegal Shooting ===&lt;br /&gt;
By default the autoadmin will prevent any player from shooting if they are not in spacing. This can be disabled by the following:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:preventIllegalShooting:false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Settings for FOL ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|ArmyInfantryOfficer &lt;br /&gt;
Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|Player &lt;br /&gt;
Arty&lt;br /&gt;
&lt;br /&gt;
Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Commands ==&lt;br /&gt;
The AutoAdmin has a few custom commands added to the game to make things a little quicker for frequently used combinations. These can be found below&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
|-&lt;br /&gt;
|ac [time]&lt;br /&gt;
|Calls all charge now, or if a time is provided then calls it in [time] seconds. All charge will disable shooting, arty, cavalry etc.&lt;br /&gt;
|Time is an optional field&lt;br /&gt;
|-&lt;br /&gt;
|delay &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; &amp;lt;command&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Runs &amp;lt;command&amp;gt; in &amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; seconds. Eg rc delay 30 set characterGodMode true will run the command in 30 seconds.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt; : seconds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;command&amp;gt; : string&lt;br /&gt;
|-&lt;br /&gt;
|hold&lt;br /&gt;
|Pauses the round. Sets speed to 0, enables god mode. Disables firing. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|resume&lt;br /&gt;
|Resumes the round. Sets the speed to 1, disables god mode, enables firing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|s &amp;lt;id&amp;gt;&lt;br /&gt;
|Slaps player with &amp;lt;id&amp;gt; for 50 damage. This is used in comp. &lt;br /&gt;
|&amp;lt;id&amp;gt; : player ID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Translation / Message Preset Variables ==&lt;br /&gt;
The mod allows many of the Preset messages to be changed via config. These are&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Default &lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|Message sent when all charge is called&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|-&lt;br /&gt;
|allChargeAtMessage&lt;br /&gt;
|Message sent when annoucing all charge at a specific time&lt;br /&gt;
|All Charge at:&lt;br /&gt;
|-&lt;br /&gt;
|FOLWarningMessage&lt;br /&gt;
|Message sent when a player attempts to FOL&lt;br /&gt;
|Make sure to be shoulder to shoulder when firing&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|Message sent when a player claims a cannon&lt;br /&gt;
|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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2593</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2593"/>
		<updated>2023-08-16T10:33:23Z</updated>

		<summary type="html">&lt;p&gt;Elf: Ghost System&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|ArmyInfantryOfficer &lt;br /&gt;
Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|Player &lt;br /&gt;
Arty&lt;br /&gt;
&lt;br /&gt;
Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
 &lt;br /&gt;
=== Ghost System ===&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Argument&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|timeToExist&lt;br /&gt;
|The time in seconds that a player is still considered valid after being killed. &lt;br /&gt;
|float&lt;br /&gt;
|1 (s)&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2592</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2592"/>
		<updated>2023-08-16T10:30:49Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added FOL descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config and not in a map rotation. These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
All classes in the game have customisable settings. These can be changed by the command&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:ClassName:&amp;lt;Layer&amp;gt;,&amp;lt;SafeZone&amp;gt;,&amp;lt;ChainZone&amp;gt;,&amp;lt;OtherPlayersNeeded&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable Name&lt;br /&gt;
!Description&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|ClassName&lt;br /&gt;
|[https://wiki.holdfastgame.com/Server_Configuration_Enums#Class Class Name enum]&lt;br /&gt;
|ArmyInfantryOfficer &lt;br /&gt;
Guard&lt;br /&gt;
|-&lt;br /&gt;
|Layer&lt;br /&gt;
|The layer that will be checked. Each class can have multiple layers that get checked&lt;br /&gt;
|Player &lt;br /&gt;
Arty&lt;br /&gt;
&lt;br /&gt;
Cav&lt;br /&gt;
|-&lt;br /&gt;
|SafeZone&lt;br /&gt;
|The distance (in meters) that will players must be inside to allow the player to shoot&lt;br /&gt;
|1.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|ChainZone&lt;br /&gt;
|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 &amp;quot;edge&amp;quot; of lines. Recommend making it 1m bigger than the safe zone. &lt;br /&gt;
|2.13 (m)&lt;br /&gt;
|-&lt;br /&gt;
|Other Players Needed&lt;br /&gt;
|The minimum number of players (other than the player shooting) needed inside the safe zone for a valid FOL&lt;br /&gt;
|2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example of allowing Surgeons to Skirm&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Surgeon:Player,5,6,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;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. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Guard:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Guard:Arty,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;Below is an example of allowing Carpenters to fire only in line, skirm around a cannon and fire on horseback.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Player,1.13,2.13,2&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Arty,15,20,1&lt;br /&gt;
mod_variable AutoAdmin:Carpenter:Cav,15,20,1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AutoAdmin will default having all classes following player based FOL apart from Light Infantry and rifles being allowed to Skirm in 5m range. Cannoneers and Sappers being able to skirm around a cannon in 15m range. Hussars and Dragoons being able to fire on horseback in 25m range. &lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2591</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2591"/>
		<updated>2023-08-16T10:18:11Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
 &lt;br /&gt;
=== Global vs Local Changes ===&lt;br /&gt;
Global changes should be put at the top of the config (where &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt;mods&amp;lt;/code&amp;gt;&amp;lt;/nowiki&amp;gt; is locaed). These will apply to all rotations. Use the format:&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;Local changes will apply only to the specific map rotation that they are put in. They MUST be put inside a map rotation. Use the format&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2590</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2590"/>
		<updated>2023-08-16T09:53:35Z</updated>

		<summary type="html">&lt;p&gt;Elf: Units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To globally change a setting, insert &amp;lt;code&amp;gt;mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt; at the top of the file (not in a specific map rotation).&lt;br /&gt;
&lt;br /&gt;
To locally change a setting for only a specific map rotation, insert &amp;lt;code&amp;gt;mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;inside the map rotation. This will change the setting only for that rotation. &lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2589</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2589"/>
		<updated>2023-08-14T12:58:12Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To globally change a setting, insert &amp;lt;code&amp;gt;mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt; at the top of the file (not in a specific map rotation).&lt;br /&gt;
&lt;br /&gt;
To locally change a setting for only a specific map rotation, insert &amp;lt;code&amp;gt;mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;inside the map rotation. This will change the setting only for that rotation. &lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMinPercentageAlive&lt;br /&gt;
|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&lt;br /&gt;
|float&lt;br /&gt;
|0.52&lt;br /&gt;
|-&lt;br /&gt;
|allChargeMessage&lt;br /&gt;
|The message sent when calling an all charge&lt;br /&gt;
|string&lt;br /&gt;
|All charge! Cavalry dismount. Weapon and Artillery Firing is disabled!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artillery Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryLiveTimer&lt;br /&gt;
|If set, then will automatically enable artillery firing at this time (in seconds). This is easier than manually putting &amp;quot;rc delayed XX set allowArtyFiring&amp;quot; in your config for every rotation.&lt;br /&gt;
|int&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|ArtyOnArtyTime&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
|ArtilleryPrioritySystemEnabled&lt;br /&gt;
|Determines if the game will record and show via the F5 menu who claimed an artillery piece first. Most useful public servers. &lt;br /&gt;
|bool&lt;br /&gt;
|true&lt;br /&gt;
|-&lt;br /&gt;
|CannonClaimedMessage&lt;br /&gt;
|This is the message messaged to players after they claim an artillery piece&lt;br /&gt;
|string&lt;br /&gt;
|You have claimed the Artillery piece and have priority......&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2588</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2588"/>
		<updated>2023-08-08T22:10:14Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added information about Automatic all charge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To globally change a setting, insert &amp;lt;code&amp;gt;mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt; at the top of the file (not in a specific map rotation).&lt;br /&gt;
&lt;br /&gt;
To locally change a setting for only a specific map rotation, insert &amp;lt;code&amp;gt;mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;inside the map rotation. This will change the setting only for that rotation. &lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTimeTrigger&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|360 (s)&lt;br /&gt;
|-&lt;br /&gt;
|allChargeTriggerDelay&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30 (s)&lt;br /&gt;
|-&lt;br /&gt;
|minimumNumbersOfPlayers&lt;br /&gt;
|Minimum number of players on the server to trigger a percentage based all charge.&lt;br /&gt;
|int&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Automatic All Charge ===&lt;br /&gt;
The autoadmin can be configured to automatically call all charge when certain conditions are met. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mode&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|Auto admin will not call all charge automatically (default state).&lt;br /&gt;
|-&lt;br /&gt;
|TimeOnly&lt;br /&gt;
|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 &lt;br /&gt;
|-&lt;br /&gt;
|PercentageOnly&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|TimePercentageConstant&lt;br /&gt;
|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. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2587</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2587"/>
		<updated>2023-08-07T22:43:03Z</updated>

		<summary type="html">&lt;p&gt;Elf: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
|UltraHighAccuracy&lt;br /&gt;
|A slightly less performance-intensive version of RealTime. This setting is recommended only for Melee. It can support higher player counts than RealTime.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee Arena Settings ===&lt;br /&gt;
You can set the time that players have to spawn into the round for the first round of the gamemode, this is recommended to be a higher value to allow players to load the map and spawn in for the first round.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the time that players have to spawn into the round and wait for the next round to start. This is for all rounds after the first round of the map. This is recommended to be a lower value to avoid long waiting times between rounds.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the number of rounds required to win with.&amp;lt;pre&amp;gt;&lt;br /&gt;
amount_of_rounds 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast Nations At War Wiki|Holdfast: NaW]]'s original gameplay design. Configure limits for classes, define the allowed spawnable 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If you're looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
= Workshop Mods =&lt;br /&gt;
For mod creators , more in-depth information can be found at [[Script Modding Guide]]. &lt;br /&gt;
&lt;br /&gt;
== Install mods ==&lt;br /&gt;
These commands must be entered as server-wide settings. They cannot be inside a map rotation.&amp;lt;pre&amp;gt;&lt;br /&gt;
mods_installed_server_only &amp;lt;steamid&amp;gt;&lt;br /&gt;
mods_installed &amp;lt;steamid&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;These commands must be entered in a specific map rotation. Make sure that the mods steamID is installed on the server.&amp;lt;pre&amp;gt;&lt;br /&gt;
load_mod &amp;lt;steam_id&amp;gt; #loads the mod on client and server&lt;br /&gt;
load_mod_client_only &amp;lt;steamid&amp;gt; #loads the mod on only clients machine&lt;br /&gt;
load_mod_server_only &amp;lt;steamid&amp;gt; #loads the mod on only the servers machine&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod Variables ==&lt;br /&gt;
Some workshop mods have settings that can be configured via the config. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable &amp;lt;string&amp;gt; #This will apply to all rotations. Should not be placed in a rotation.&lt;br /&gt;
&lt;br /&gt;
mod_variable_local &amp;lt;string&amp;gt; #This will only apply to the rotation it is in. Must be placed inside a map rotation. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2586</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2586"/>
		<updated>2023-08-07T22:39:30Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added UltraHighAccuracy to Broadcast modes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
|UltraHighAccuracy&lt;br /&gt;
|A slightly less performance-intensive version of RealTime. This setting is commended only for Melee. It can support higher player counts than RealTime. &lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee Arena Settings ===&lt;br /&gt;
You can set the time that players have to spawn into the round for the first round of the gamemode, this is recommended to be a higher value to allow players to load the map and spawn in for the first round.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the time that players have to spawn into the round and wait for the next round to start. This is for all rounds after the first round of the map. This is recommended to be a lower value to avoid long waiting times between rounds.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the number of rounds required to win with.&amp;lt;pre&amp;gt;&lt;br /&gt;
amount_of_rounds 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast Nations At War Wiki|Holdfast: NaW]]'s original gameplay design. Configure limits for classes, define the allowed spawnable 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If you're looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
= Workshop Mods =&lt;br /&gt;
For mod creators , more in-depth information can be found at [[Script Modding Guide]]. &lt;br /&gt;
&lt;br /&gt;
== Install mods ==&lt;br /&gt;
These commands must be entered as server-wide settings. They cannot be inside a map rotation.&amp;lt;pre&amp;gt;&lt;br /&gt;
mods_installed_server_only &amp;lt;steamid&amp;gt;&lt;br /&gt;
mods_installed &amp;lt;steamid&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;These commands must be entered in a specific map rotation. Make sure that the mods steamID is installed on the server.&amp;lt;pre&amp;gt;&lt;br /&gt;
load_mod &amp;lt;steam_id&amp;gt; #loads the mod on client and server&lt;br /&gt;
load_mod_client_only &amp;lt;steamid&amp;gt; #loads the mod on only clients machine&lt;br /&gt;
load_mod_server_only &amp;lt;steamid&amp;gt; #loads the mod on only the servers machine&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod Variables ==&lt;br /&gt;
Some workshop mods have settings that can be configured via the config. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable &amp;lt;string&amp;gt; #This will apply to all rotations. Should not be placed in a rotation.&lt;br /&gt;
&lt;br /&gt;
mod_variable_local &amp;lt;string&amp;gt; #This will only apply to the rotation it is in. Must be placed inside a map rotation. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2584</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2584"/>
		<updated>2023-07-25T15:04:33Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Replacing Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Setting up the Mod ==&lt;br /&gt;
&lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods. &lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor. &lt;br /&gt;
# Create a new empty mod. &lt;br /&gt;
# Download and copy files from github into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build. &lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|Faction ID Name&lt;br /&gt;
|string&lt;br /&gt;
|ID used for the faction when not using faction based replacement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction to override&lt;br /&gt;
|enum&lt;br /&gt;
|enum of which base-game faction the faction will replace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name to Use&lt;br /&gt;
|string&lt;br /&gt;
|The faction name used for the scoreboard or spawn menu.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Custom Name Adjective&lt;br /&gt;
|string&lt;br /&gt;
|Adjective to describe players of the factions. For example &amp;quot;the british are victorious&amp;quot; instead of &amp;quot;the britain are victorious&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Top Bar Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|The flag icons used at the top of the screen showing faction score.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scoreboard Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Image used on the scoreboard for the faction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Selection Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Image used for the faction selection screen&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faction Selection Disabled Sprite&lt;br /&gt;
|&lt;br /&gt;
|Image used for the faction selection screen if spawning is not enabled for the faction (eg player limit reached)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Square Round End Board Sprite&lt;br /&gt;
|Sprite&lt;br /&gt;
|Emblem used for the round end scoreboard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flag Replacement Image&lt;br /&gt;
|Texture2D&lt;br /&gt;
|Texture used when replacing in-game flag objects (eg capture points).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Map Voting Sprite&lt;br /&gt;
|sprite&lt;br /&gt;
|Emblem used for the faction when map voting.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval gamemode only has two ingame factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local xmg_rating:UseCustomFactions:true&lt;br /&gt;
mod_variable_local xmg_rating:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local xmg_rating:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2583</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2583"/>
		<updated>2023-07-25T14:57:25Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Setting up the Mod ==&lt;br /&gt;
&lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods. &lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor. &lt;br /&gt;
# Create a new empty mod. &lt;br /&gt;
# Download and copy files from github into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build. &lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property Name&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Template&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval gamemode only has two ingame factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local xmg_rating:UseCustomFactions:true&lt;br /&gt;
mod_variable_local xmg_rating:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local xmg_rating:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2582</id>
		<title>Custom Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Custom_Factions&amp;diff=2582"/>
		<updated>2023-07-25T14:52:24Z</updated>

		<summary type="html">&lt;p&gt;Elf: For next update, will be adding to this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mod allows for players to replace the in-game assets to create custom factions by overriding existing factions. &lt;br /&gt;
&lt;br /&gt;
== Setting up the Mod ==&lt;br /&gt;
&lt;br /&gt;
# Install the [[SDK User Guide|Holdfast SDK]]&lt;br /&gt;
# Install a code editor (eg [https://visualstudio.microsoft.com/ Visual Studio]) . This is required for the SDK to correctly build script-based mods. &lt;br /&gt;
# Make sure the SDK has your code editor linked. This can be found from edit -&amp;gt; Preferences -&amp;gt; External Tools and then selecting the correct External Script Editor. &lt;br /&gt;
# Create a new empty mod. &lt;br /&gt;
# Download and copy files from github into the mod folder. The scripts '''MUST''' be in the mods folder or they will not be included in the build. &lt;br /&gt;
&lt;br /&gt;
== Replacing Factions ==&lt;br /&gt;
&lt;br /&gt;
== Configuration Settings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the mod will assign one Custom faction to one existing factions. However sometimes you may need more faction replacements than factions which exist in the game. For example the naval gamemode only has two ingame factions. Therefore by the config you can define which faction to override based on the attacker and defender name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will use custom factions based on ID instead of faction.&amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:UseCustomFactions:true&lt;br /&gt;
&amp;lt;/pre&amp;gt;This will replace &amp;lt;code&amp;gt;&amp;lt;faction ID&amp;gt;&amp;lt;/code&amp;gt; for the attacking or defending faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomAttackerFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
mod_variable xmg_rating:CustomDefenderFactionID:&amp;lt;faction ID&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
For the melee community, a mod allows different national teams to be selected. The mod has 10+ factions which would not be possible without custom ID's. The following will replace the attacking faction with the NA custom faction and the defending faction with the Scandinavia custom faction. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable_local xmg_rating:UseCustomFactions:true&lt;br /&gt;
mod_variable_local xmg_rating:CustomAttackerFactionID:NA&lt;br /&gt;
mod_variable_local xmg_rating:CustomDefenderFactionID:Scand&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2580</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2580"/>
		<updated>2023-07-21T09:36:01Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added information about installing mods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee Arena Settings ===&lt;br /&gt;
You can set the time that players have to spawn into the round for the first round of the gamemode, this is recommended to be a higher value to allow players to load the map and spawn in for the first round.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the time that players have to spawn into the round and wait for the next round to start. This is for all rounds after the first round of the map. This is recommended to be a lower value to avoid long waiting times between rounds.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the number of rounds required to win with.&amp;lt;pre&amp;gt;&lt;br /&gt;
amount_of_rounds 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast Nations At War Wiki|Holdfast: NaW]]'s original gameplay design. Configure limits for classes, define the allowed spawnable 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If you're looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
= Workshop Mods =&lt;br /&gt;
For mod creators , more in-depth information can be found at [[Script Modding Guide]]. &lt;br /&gt;
&lt;br /&gt;
== Install mods ==&lt;br /&gt;
These commands must be entered as server-wide settings. They cannot be inside a map rotation.&amp;lt;pre&amp;gt;&lt;br /&gt;
mods_installed_server_only &amp;lt;steamid&amp;gt;&lt;br /&gt;
mods_installed &amp;lt;steamid&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;These commands must be entered in a specific map rotation. Make sure that the mods steamID is installed on the server.&amp;lt;pre&amp;gt;&lt;br /&gt;
load_mod &amp;lt;steam_id&amp;gt; #loads the mod on client and server&lt;br /&gt;
load_mod_client_only &amp;lt;steamid&amp;gt; #loads the mod on only clients machine&lt;br /&gt;
load_mod_server_only &amp;lt;steamid&amp;gt; #loads the mod on only the servers machine&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod Variables ==&lt;br /&gt;
Some workshop mods have settings that can be configured via the config. &amp;lt;pre&amp;gt;&lt;br /&gt;
mod_variable &amp;lt;string&amp;gt; #This will apply to all rotations. Should not be placed in a rotation.&lt;br /&gt;
&lt;br /&gt;
mod_variable_local &amp;lt;string&amp;gt; #This will only apply to the rotation it is in. Must be placed inside a map rotation. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2579</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2579"/>
		<updated>2023-07-21T09:16:43Z</updated>

		<summary type="html">&lt;p&gt;Elf: /* Melee Arena Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee Arena Settings ===&lt;br /&gt;
You can set the time that players have to spawn into the round for the first round of the gamemode, this is recommended to be a higher value to allow players to load the map and spawn in for the first round.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the time that players have to spawn into the round and wait for the next round to start. This is for all rounds after the first round of the map. This is recommended to be a lower value to avoid long waiting times between rounds.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the number of rounds required to win with.&amp;lt;pre&amp;gt;&lt;br /&gt;
amount_of_rounds 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast Nations At War Wiki|Holdfast: NaW]]'s original gameplay design. Configure limits for classes, define the allowed spawnable 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If you're looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2578</id>
		<title>Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Server_Configuration&amp;diff=2578"/>
		<updated>2023-07-21T09:16:06Z</updated>

		<summary type="html">&lt;p&gt;Elf: Added descriptions for the meleee Arena map rotations settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Configuration Files=&lt;br /&gt;
[[File:Hfconfig.png|thumb|right|Example Configuration File]]&lt;br /&gt;
Server configuration files are plain text files containing settings defining the server setup and the maps/game modes available in rotation.  There are three types of line to be found in a configuration file:&lt;br /&gt;
* Setting lines, of the form &amp;lt;code&amp;gt;&amp;lt;setting&amp;gt; &amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;.  These are the important part of the file.&lt;br /&gt;
* Comment lines, starting with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt; character.  These lines are ignored.  These are useful to annotate your settings, or to keep a list of map rotations at the top of your config file for reference.&lt;br /&gt;
* Empty lines, used for layout / spacing.  These lines are ignored.&lt;br /&gt;
&lt;br /&gt;
The general layout of a configuration file is to have all server-wide settings at the top of the file, followed by a list of map rotation settings.  See the image on the right.  Further examples are included with the server download (see [[Server_Hosting|Server Hosting]]).&lt;br /&gt;
&lt;br /&gt;
=Server-Wide Settings=&lt;br /&gt;
These settings define how the server is visible to users, how it communicates with the server browser, and any restrictions on the server.&lt;br /&gt;
&lt;br /&gt;
First up are the port settings.  These are mandatory, and all must be unique per server instance on the same box.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_port 20100&lt;br /&gt;
steam_communications_port 8700&lt;br /&gt;
steam_query_port 27000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next are the settings defining how the server displays to players:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
server_name New Server - Army Battlefield&lt;br /&gt;
server_welcome_message Welcome to my new game server!&lt;br /&gt;
server_region europe&lt;br /&gt;
server_admin_password ChangeThisPassword&lt;br /&gt;
#server_password ChangeThisPassword&lt;br /&gt;
server_intro_title Welcome to my server!&lt;br /&gt;
server_intro_body Greetings fellow humans&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;server_password&amp;lt;/code&amp;gt; is optional and can be left commented out.  The &amp;lt;code&amp;gt;server_admin_password&amp;lt;/code&amp;gt; is used for [[Remote_Console_Commands|Remote Console Commands]].  The into and title will define a message to pop up on joining the server.  The &amp;lt;code&amp;gt;server_region&amp;lt;/code&amp;gt; can take one of the following values, resulting in the appropriate region being displayed in the server browser:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| europe  || usa || usaeast || usawest || australia &lt;br /&gt;
|-&lt;br /&gt;
| china || japan || russia || southkorea || brazil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The broadcast mode determines the network utilisation for close range combat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| LowBandwidth || Reduced packet rate on close-range (high player count).  This is the default mode.&lt;br /&gt;
|-&lt;br /&gt;
| HighAccuracy || Increased packet rate on close-range (low player count)&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Balanced is in between LowLatency and HighAccuracy and should also be rather playable on big player servers running high-end machines.&lt;br /&gt;
|-&lt;br /&gt;
| Realtime || Realtime outputs even more bandwidth then HighAccuracy and should only be used on Melee Arena where the player numbers don't exceed a high count.&lt;br /&gt;
|}&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
network_broadcast_mode LowBandwidth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The respawn time for artillery can be defined in seconds.  Both default to 2 minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
artillery_fieldgun_respawn_timer 120&lt;br /&gt;
artillery_rocketlauncher_respawn_timer 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enable the anti-griefing mechanics for artillery pieces:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
antigriefing_enabled false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These settings control the player thresholds for determining which maps are available in the rotation for low/med/high player counts.  This is useful to restrict certain maps when server populations do not suit them.  The default values are below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
population_low_min_players 30&lt;br /&gt;
population_medium_min_players 50&lt;br /&gt;
population_high_min_players 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can enable / disable performance warnings with this settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;show_serverperformance_warning true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map randomisation can be enabled with:&lt;br /&gt;
&amp;lt;pre&amp;gt;map_rotation_start_randomise true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can change the amount of people it takes to capture objectives on flag based gamemodes. There are multiple commands that will change depending on how many people are on the server and playing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_stealthcap_reqplayers_verylow 0&lt;br /&gt;
conquest_stealthcap_reqplayers_low 2&lt;br /&gt;
conquest_stealthcap_reqplayers_medium 3&lt;br /&gt;
conquest_stealthcap_reqplayers_high 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines specific commands==&lt;br /&gt;
Use this command as true to set the game type to Frontlines. Defaults to false. [[File:Frontlines Config Example.png|thumb|Example frontlines config]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontlines_mode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Shutdown/Restart System ==&lt;br /&gt;
An auto-shutdown and auto-restart system has been introduced that can be configured either in the configuration file or using the [https://docs.google.com/document/d/1eljq4DgrJ1sD44rWTKnGzYgckh7EBs5AlfKABzGwclM VapuriLoadTester] launcher.&lt;br /&gt;
=== Auto Shutdown ===&lt;br /&gt;
The game server takes care of shutting itself down after a specified number of minutes. This feature doesnât require the explicit use of the VapuriLoadTester (VLT) program to function.&lt;br /&gt;
This will also close the VLT server helper program upon shutdown.&lt;br /&gt;
&lt;br /&gt;
Define the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_interval_minutes 240&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Shutdown Systemâ and will instead proceed with the shutdown after the âautoshutdown_intervalâ + âautoshutdown_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server shutdown through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be shutting down.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message Server will be shutting down.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autoshutdown_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Auto Restart ===&lt;br /&gt;
The game server takes care of restarting itself every specified number of minutes. This feature doesnât require the explicit use of VapuriLoadTester (VLT) program to function.&lt;br /&gt;
&lt;br /&gt;
Defines the time after when a server will shut down pending on your set number of minutes.&lt;br /&gt;
Server will always wait until the round is complete before proceeding with the restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_interval_minutes 320&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Server will not wait for the round to finish in the âAuto-Restart Systemâ and will instead proceed with the restart after the âautorestart_intervalâ + âautorestart_overtimeâ has been exceeded.&lt;br /&gt;
Ensure that this interval allows enough time for players to be informed of the server restart through broadcast messages.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_overtime_minutes 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the message you want to broadcast to the players in the server informing them that the server will be undergoing a restart.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message Auto restart at the end of the round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Define the interval broadcast messages will be outputted at until the round ends.&lt;br /&gt;
&amp;lt;pre&amp;gt;server_autorestart_broadcasted_message_interval_minutes 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Map Rotations=&lt;br /&gt;
A number of example configuration files are provided with the Holdfast server files.  Studying these is the best way to understand the different map rotations.  &lt;br /&gt;
&lt;br /&gt;
Additionally, Big Mamba has compiled a list of AGS-made configuration files to use as examples.  The github link to them can be found: [https://github.com/ankit2951/holdfast-config here].&lt;br /&gt;
==Basic Map Settings==&lt;br /&gt;
'''In Progress'''&lt;br /&gt;
&lt;br /&gt;
map_name&lt;br /&gt;
game_mode&lt;br /&gt;
game_type&lt;br /&gt;
round_time_minutes&lt;br /&gt;
ships_respawn_timer&lt;br /&gt;
allow_midround_spawning&lt;br /&gt;
allow_faction_switching&lt;br /&gt;
allow_spectating&lt;br /&gt;
max_player_respawns&lt;br /&gt;
deathmatch_max_kills&lt;br /&gt;
reinforcements_per_faction&lt;br /&gt;
minimum_players&lt;br /&gt;
maximum_players&lt;br /&gt;
melee_weapons_only&lt;br /&gt;
faction_balancing&lt;br /&gt;
faction_balancing_discrepancy_amount&lt;br /&gt;
max_accumulated_faction_points&lt;br /&gt;
ships_preset&lt;br /&gt;
faction_attacking&lt;br /&gt;
faction_defending&lt;br /&gt;
max_tickets&lt;br /&gt;
ships_spawn&lt;br /&gt;
rowboat_cooldown_timer&lt;br /&gt;
rowboat_cooldown_while_sinking_timer&lt;br /&gt;
ships_spacemode&lt;br /&gt;
sappers_buildlimit&lt;br /&gt;
sappers_attacking_starting_materials&lt;br /&gt;
sappers_defending_starting_materials&lt;br /&gt;
max_player_respawn&lt;br /&gt;
officers_spawn_mounted&lt;br /&gt;
&lt;br /&gt;
Spawn wave timers can be configured with the following commands.  Their defaults are shown below. Vehicle is for Cavalry units, dynamic is for Frontlines tables.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wave_spawn_time_seconds 10&lt;br /&gt;
wave_spawn_vehicle_time_seconds 20&lt;br /&gt;
wave_spawn_dynamic_time_seconds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also enable spawn immunity up to a maximum of 5s with.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
spawn_immunity_timer 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee Arena Settings ===&lt;br /&gt;
You can set the time that players have to spawn into the round for the first round of the gamemode, this is recommended to be a higher value to allow players to load the map and spawn in for the first round.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the time that players have to spawn into the round and wait for the next round to start. This is for all rounds after the first round of the map. This is recommended to be a lower value to avoid low waiting times between rounds.&amp;lt;pre&amp;gt;&lt;br /&gt;
round_spawn_close_timer_seconds_between_rounds 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;You can set the number of rounds required to win with.&amp;lt;pre&amp;gt;&lt;br /&gt;
amount_of_rounds 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Map&lt;br /&gt;
! Enum&lt;br /&gt;
! Game Modes&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlKimarPyramids}} &lt;br /&gt;
|[[Maps: Al Kimar Pyramids|Al Kimar Pyramids]]&lt;br /&gt;
|AlKimarPyramids&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlKimarPyramids }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AlUddinRuins}} &lt;br /&gt;
|[[Maps: Al Uddin Ruins|Al Uddin Ruins]]&lt;br /&gt;
|AlUddinRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AlUddinRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | ArendanRiver}} &lt;br /&gt;
|[[Maps: Arendan River|Arendan River]]&lt;br /&gt;
|ArendanRiver&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ArendanRiver }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Aspern}} &lt;br /&gt;
|[[Maps: Aspern|Aspern]]&lt;br /&gt;
|Aspern&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Aspern }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AunbyValley}} &lt;br /&gt;
|[[Maps: Aunby Valley|Aunby Valley]]&lt;br /&gt;
|AunbyValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | AutumnWatch}} &lt;br /&gt;
|[[Maps: Autumn Watch|Autumn Watch]]&lt;br /&gt;
|AutumnWatch&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AunbyValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
| {{Map/Type | Avignon}} &lt;br /&gt;
|[[Maps: Avignon|Avignon]]&lt;br /&gt;
|Avignon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Avignon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BlackForest}} &lt;br /&gt;
| [[Maps: Black Forest|Black Forest]]&lt;br /&gt;
|BlackForest&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BlackForest }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CampSalamanca}}&lt;br /&gt;
|[[Maps: Camp Salamanca|Camp Salamanca]]&lt;br /&gt;
|CampSalamanca&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CampSalamanca }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Canyon}}&lt;br /&gt;
|[[Maps: Canyon|Canyon]]&lt;br /&gt;
|Canyon&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Canyon }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Causeways}}&lt;br /&gt;
|[[Maps: Causeways|Causeways]]&lt;br /&gt;
|Causeways&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Causeways }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CrossHills}}&lt;br /&gt;
|[[Maps: Cross Hills|Cross Hills]]&lt;br /&gt;
|CrossHills&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CrossHills }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertRuins}}&lt;br /&gt;
|[[Maps: Desert Ruins|Desert Ruins]]&lt;br /&gt;
|DesertRuins&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertRuins }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DutchCanals}}&lt;br /&gt;
|[[Maps: Dutch Canals|Dutch Canals]]&lt;br /&gt;
|DutchCanals&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DutchCanals }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | ErnestRidge}}&lt;br /&gt;
|[[Maps: Ernest Ridge|Ernest Ridge]]&lt;br /&gt;
|ErnestRidge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | ErnestRidge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortChristiana}}&lt;br /&gt;
|[[Maps: Fort Christina|Fort Christina]]&lt;br /&gt;
|FortChristiana&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortChristiana }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortDarial}}&lt;br /&gt;
|[[Maps: Fort Darial|Fort Darial]]&lt;br /&gt;
|FortDarial&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortDarial }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortPierre}}&lt;br /&gt;
|[[Maps: Fort Pierre|Fort Pierre]]&lt;br /&gt;
|FortPierre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortPierre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSalettes}}&lt;br /&gt;
|[[Maps: Fort Salettes|Fort Salettes]]&lt;br /&gt;
|FortSalettes&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSalettes }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortSchwarz}}&lt;br /&gt;
|[[Maps: Fort Schwarz|Fort Schwarz]]&lt;br /&gt;
|FortSchwarz&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortSchwarz }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortWinston}}&lt;br /&gt;
|[[Maps: Fort Winston|Fort Winston]]&lt;br /&gt;
|FortWinston&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortWinston }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Glacier}}&lt;br /&gt;
|[[Maps: Glacier|Glacier]]&lt;br /&gt;
|Glacier&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Glacier }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Heartmound}}&lt;br /&gt;
|[[Maps: Heartmound|Heartmound]]&lt;br /&gt;
|Heartmound&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Heartmound }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Highlands}}&lt;br /&gt;
|[[Maps: Highlands|Highlands]]&lt;br /&gt;
|Highlands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Highlands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HudreeMarsh}}&lt;br /&gt;
|[[Maps: Hudree Marsh|Hudree Marsh]]&lt;br /&gt;
|HudreeMarsh&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HudreeMarsh }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | KingGeorge}}&lt;br /&gt;
|[[Maps: King George|King George]]&lt;br /&gt;
|KingGeorge&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | KingGeorge }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | LamarshFen}}&lt;br /&gt;
|[[Maps: LamarshFen|LamarshFen]]&lt;br /&gt;
|Lamarsh Fen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | LamarshFen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Linburg}}&lt;br /&gt;
|[[Maps: Linburg|Linburg]]&lt;br /&gt;
|Linburg&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Linburg }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marquette}}&lt;br /&gt;
|[[Maps: Marquette|Marquette]]&lt;br /&gt;
|Marquette&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marquette }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MontePilleronePass}}&lt;br /&gt;
|[[Maps: MontePilleronePass|Monte Pillerone Pass]]&lt;br /&gt;
|MontePilleronePass&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MontePilleronePass }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PortNile}}&lt;br /&gt;
|[[Maps: Port Nile|Port Nile]]&lt;br /&gt;
|PortNile&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PortNile }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredValley}}&lt;br /&gt;
|[[Maps: Sacred Valley|Sacred Valley]]&lt;br /&gt;
|SacredValley&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredValley }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sharpton}}&lt;br /&gt;
|[[Maps: Sharpton|Sharpton]]&lt;br /&gt;
|Sharpton&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sharpton }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SpanishFarm}}&lt;br /&gt;
|[[Maps: Spanish Farm|Spanish Farm]]&lt;br /&gt;
|SpanishFarm&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SpanishFarm }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | VanoiseHeights}}&lt;br /&gt;
|[[Maps: Vanoise Heights|Vanoise Heights]]&lt;br /&gt;
|VanoiseHeights&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | VanoiseHeights }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BerktonGreen}}&lt;br /&gt;
|[[Maps: Berkton Green|Berkton Green]]&lt;br /&gt;
|BerktonGreen&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BerktonGreen }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Countryside}}&lt;br /&gt;
|[[Maps: Countryside|Countryside]]&lt;br /&gt;
|Countryside&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Countryside }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortImraan}}&lt;br /&gt;
|[[Maps: Fort Imraan|Fort Imraan]]&lt;br /&gt;
|FortImraan&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortImraan }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Foxhole}}&lt;br /&gt;
|[[Maps: Foxhole|Foxhole]]&lt;br /&gt;
|Foxhole&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Foxhole }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Freurlund}}&lt;br /&gt;
|[[Maps: Freurlund|Freurlund]]&lt;br /&gt;
|Freurlund&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HeroesLanding}}&lt;br /&gt;
|[[Maps: Heroes Landing|Heroes Landing]]&lt;br /&gt;
|HeroesLanding&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Freurlund }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Mansion}}&lt;br /&gt;
|[[Maps: Mansion|Mansion]]&lt;br /&gt;
|Mansion&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Mansion }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Marre}}&lt;br /&gt;
|[[Maps: Marre|Marre]]&lt;br /&gt;
|Marre&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Marre }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Sacrifice}}&lt;br /&gt;
|[[Maps: Sacrifice|Sacrifice]]&lt;br /&gt;
|Sacrifice&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Sacrifice }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | StPeters}}&lt;br /&gt;
|[[Maps: St. Peter's|St. Peter's]]&lt;br /&gt;
|StPeters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | StPeters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Wasteland}}&lt;br /&gt;
|[[Maps: Wasteland|Wasteland]]&lt;br /&gt;
|Wasteland&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Wasteland }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | AncientPlains}}&lt;br /&gt;
|[[Maps: Ancient Plains|Ancient Plains]]&lt;br /&gt;
|AncientPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | AncientPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlains}}&lt;br /&gt;
|[[Maps: Desert Plains|Desert Plains]]&lt;br /&gt;
|DesertPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | DesertPlainsSmall}}&lt;br /&gt;
|[[Maps: Desert Plains (Small)|Desert Plains (Small)]]&lt;br /&gt;
|DesertPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | DesertPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlains}}&lt;br /&gt;
|[[Maps: Grassy Plains 1|Grassy Plains 1]]&lt;br /&gt;
|GrassyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsII}}&lt;br /&gt;
|[[Maps: Grassy Plains 2|Grassy Plains 2]]&lt;br /&gt;
|GrassyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIII}}&lt;br /&gt;
|[[Maps: Grassy Plains 3|Grassy Plains 3]]&lt;br /&gt;
|GrassyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsIV}}&lt;br /&gt;
|[[Maps: Grassy Plains 4|Grassy Plains 4]]&lt;br /&gt;
|GrassyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GrassyPlainsV}}&lt;br /&gt;
|[[Maps: Grassy Plains 5|Grassy Plains 5]]&lt;br /&gt;
|GrassyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GrassyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsSmall}}&lt;br /&gt;
|[[Maps: Snowy Plains (Small)|Snowy Plains (Small)]]&lt;br /&gt;
|SnowyPlainsSmall&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsSmall }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlains}}&lt;br /&gt;
|[[Maps: Snowy Plains 1|Snowy Plains 1]]&lt;br /&gt;
|SnowyPlains&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlains }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsII}}&lt;br /&gt;
|[[Maps: Snowy Plains 2|Snowy Plains 2]]&lt;br /&gt;
|SnowyPlainsII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIII}}&lt;br /&gt;
|[[Maps: Snowy Plains 3|Snowy Plains 3]]&lt;br /&gt;
|SnowyPlainsIII&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIII }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsIV}}&lt;br /&gt;
|[[Maps: Snowy Plains 4|Snowy Plains 4]]&lt;br /&gt;
|SnowyPlainsIV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsIV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SnowyPlainsV}}&lt;br /&gt;
|[[Maps: Snowy Plains 5|Snowy Plains 5]]&lt;br /&gt;
|SnowyPlainsV&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SnowyPlainsV }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Egypt}}&lt;br /&gt;
|[[Maps: Tahir Desert|Tahir Desert]]&lt;br /&gt;
|Egypt&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Egypt }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | BalamorBay}}&lt;br /&gt;
|[[Maps: Balamor Bay|Balamor Bay]]&lt;br /&gt;
|BalamorBay&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | BalamorBay }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | Caribbean}}&lt;br /&gt;
|[[Maps: Caribbean|Caribbean]]&lt;br /&gt;
|Caribbean&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | Caribbean }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortNational}}&lt;br /&gt;
|[[Maps: Fort Imperial|Fort Imperial]]&lt;br /&gt;
|FortNational&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortNational }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | HaroutiIslands}}&lt;br /&gt;
|[[Maps: Harouti Islands|Harouti Islands]]&lt;br /&gt;
|HaroutiIslands&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | HaroutiIslands }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | MartelloTower}}&lt;br /&gt;
|[[Maps: Martello Tower|Martello Tower]]&lt;br /&gt;
|MartelloTower&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | MartelloTower }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | RandomWaters}}&lt;br /&gt;
|[[Maps: Open Waters|Open Waters]]&lt;br /&gt;
|RandomWaters&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | RandomWaters }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SouthSeaCastle}}&lt;br /&gt;
|[[Maps: South Sea Castle|South Sea Castle]]&lt;br /&gt;
|SouthSeaCastle&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SouthSeaCastle }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CastleArena}}&lt;br /&gt;
|[[Maps: Castle Arena|Castle Arena]]&lt;br /&gt;
|CastleArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CastleArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | FortArena}}&lt;br /&gt;
|[[Maps: Fort Arena|Fort Arena]]&lt;br /&gt;
|FortArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | FortArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | GarrisonArena}}&lt;br /&gt;
|[[Maps: Garrison Arena|Garrison Arena]]&lt;br /&gt;
|GarrisonArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | GarrisonArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | PalisadeArena}}&lt;br /&gt;
|[[Maps: Palisade Arena|Palisade Arena]]&lt;br /&gt;
|PalisadeArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | PalisadeArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | SacredArena}}&lt;br /&gt;
|[[Maps: Sacred Arena|Sacred Arena]]&lt;br /&gt;
|SacredArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | SacredArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | WatchtowerArena}}&lt;br /&gt;
|[[Maps: Watchtower Arena|Watchtower Arena]]&lt;br /&gt;
|WatchtowerArena&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | WatchtowerArena }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMap}}&lt;br /&gt;
|[[Maps: Custom Map|Custom Map]]&lt;br /&gt;
|CustomMap&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMap }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | CustomMapNaval}}&lt;br /&gt;
|[[Maps: Naval Custom Map|Naval Custom Map]]&lt;br /&gt;
|CustomMapNaval&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | CustomMapNaval }} | GameMode/Name | 1 |, }}&lt;br /&gt;
|-&lt;br /&gt;
|{{Map/Type | TrainingGrounds}}&lt;br /&gt;
|[[Maps: Training Grounds|Training Grounds]]&lt;br /&gt;
|TrainingGrounds&lt;br /&gt;
|{{#invoke: ApplyPattern | applyTemplate | {{ Map/GameModes | TrainingGrounds }} | GameMode/Name | 1 |, }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer orders==&lt;br /&gt;
Enable/disable the officers order system.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable/disable the officers reinforcement system. Flag in NaW, table in Frontlines.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long, in seconds, the officer can use the reinforcement ability.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown 240&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many players will be able to spawn on a flag when it is placed down. Set this to -1 if playing on Frontlines gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_limit 25&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of the leading abilities can have their cooldowns individually modified with these commands. All these commands take time in seconds&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
class_system_orders_reinforce_cooldown&lt;br /&gt;
class_system_orders_charge_cooldown&lt;br /&gt;
class_system_orders_formline_cooldown&lt;br /&gt;
class_system_orders_breakrankandfollow_cooldown&lt;br /&gt;
class_system_orders_fireatwill_cooldown&lt;br /&gt;
class_system_orders_makeready_cooldown&lt;br /&gt;
class_system_orders_fireorder_cooldown&lt;br /&gt;
class_system_orders_ceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantformline_cooldown&lt;br /&gt;
class_system_orders_sergeantrally_cooldown&lt;br /&gt;
class_system_orders_sergeantfireatwill_cooldown&lt;br /&gt;
class_system_orders_sergeantfireorder_cooldown&lt;br /&gt;
class_system_orders_sergeantceasefire_cooldown&lt;br /&gt;
class_system_orders_sergeantmakeready_cooldown&lt;br /&gt;
class_system_orders_sergeantbreakrankandfollow_cooldown&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conquest config==&lt;br /&gt;
These config options also apply to the Frontlines gamemode &amp;quot;Offensive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Conquest tick reward will grant the team a set amount of points per each tick. Recommended 3.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tick_reward 3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Conquest ticker time will set how long in seconds each tick for points will take. Recommended 1&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_ticker_time_seconds 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points will be awarded to the team when you capture an objective. Recommended 100.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_tickets_per_capture 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How many points are required to win a game of conquest. ArmyConquest recommended 2500. Offensive recommended 7500.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_max_tickets 7500&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
How long in seconds, till you can capture an objective after the round starts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
conquest_territory_lock_time_seconds 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weather and time of day==&lt;br /&gt;
This setting will determine what weather and time of day [[Remote_Console_Commands#Weather_Settings|preset]] will be active on map load. Setting this to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; will result in a random pool of [[Remote_Console_Commands#Weather_Settings|presets]] that are valid for that type of map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
nature_preset none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friendly fire==&lt;br /&gt;
Enable friendly fire?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If friendly fire is disabled, changing this to true will mean that when you hit a friendly player with a melee attack, the attack will act like it has hit a solid object, ending the melee attack. Setting this to false will result in melee attacks not interacting with friendly players and going directly though their hitbox uninterputed unless they interact with something else in the game world.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friendly_fire_melee_bounce &amp;lt;true/false&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Setting this to a number will be a percentage of how much friendly fire damage is reflected back to the player. For example setting this to 50, will mean that any damage you deal to a teammate, 50% of that damage will be reflected back to you.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
damage_split 50&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Frontlines==&lt;br /&gt;
This will set how much time, in seconds, it takes for a team to become dominated, and lose the round in the Offensive gamemode on the Frontline gametype.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
frontline_offensive_domination_duration_seconds 120&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to change settings of capture points in general.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override &amp;lt;objective&amp;gt; &amp;lt;num_respawns&amp;gt; &amp;lt;time_for_1_person_to_capture&amp;gt; &amp;lt;max_people_affecting_time&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
capture_point_override A 150 30 1 //A capture point: 150 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override B 175 30 1 //B capture point: 175 respawns with 30 sec capture, other people dont affect capture speed.&lt;br /&gt;
capture_point_override C 350 60 2 //C capture point: 350 respawns with 60 sec capture alone, or 30 sec capture with 2+ people.&lt;br /&gt;
capture_point_override D -1 90 3 //A capture point: infinite respawns with 90 sec capture alone, 45 sec capture if 2, 30 sec capture if 3+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automatic Console Commands==&lt;br /&gt;
You can issue any of the [[Remote_Console_Commands|Remote Console Commands]] at the start of a map rotation by included them in the server configuration file.  You may want to do this to:&lt;br /&gt;
* Reset default values for settings like God Mode or player movement speeds, either on a staging map like Training Grounds or on all possible maps.&lt;br /&gt;
* Automatically spawn a number of bots on map load&lt;br /&gt;
* Set up specific scenarios for non-standard events&lt;br /&gt;
==Override Commands==&lt;br /&gt;
Server administrators are able to create and customise their own roleplay scenarios through various server-side configuration settings. [[Server_Configuration#Override Commands|Override commands]] can be used to create a unique experience that is not limited by the usual confines of [[Holdfast Nations At War Wiki|Holdfast: NaW]]'s original gameplay design. Configure limits for classes, define the allowed spawnable 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
====Class Limit Override On Spawn Points====&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
''Note: This will overwrite (not add to!) the classes available at a spawn point.'' &lt;br /&gt;
&lt;br /&gt;
[[File:200 Carpenters vs 200 Rifleman.png|thumb|right|Tahir Desert Army Battlefield 200 Carpenters vs 200 Rifleman ]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;'''spawn_override &amp;lt;Spawn Point&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Spawn Point&amp;gt;''' correlates to the spawn present in the spawn menu for instance Barricade (A) on Spanish Farm. Values are defined as letters for &amp;lt;Spawn Point&amp;gt; A B C D E F G H etc...&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255 - Set the number of players allowed to spawn as the specified class&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
These commands will give 1 team 200 of the carpenter class and the other team 200 Riflemen:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
spawn_override A Carpenter 200&lt;br /&gt;
spawn_override B Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, administrators have the ability to allow users to only spawn with modded uniforms.&lt;br /&gt;
&lt;br /&gt;
''Note: You will need a modded uniform for each class you want to spawn, as base game uniforms will not be available.''&lt;br /&gt;
;&amp;lt;code&amp;gt;'''exclusive_modded_uniforms &amp;lt;true/false&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use these commands, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Starting Weapon Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To use this command for yourself it must be added after !map_rotation start and before !map_rotation end in the following format...&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 1]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 2]]&amp;gt;* &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot 3]]&amp;gt;*&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Firearm Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Firearms that the class can possess through either the starting weapons commands or weapon racks.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Melee Weapons&amp;gt;''' An integer value between 0 and 50. The Maximum amount of Melee Weapons that the class can possess through either the starting weapon commands or weapon racks. &lt;br /&gt;
:: Bayoneted Muskets count both as a firearm and a melee weapon&lt;br /&gt;
:: Allowing unarmed combat with fists also counts as a melee weapon&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class for Slot]]&amp;gt;''' - The weapon(s) that the class will spawn with in each slot. These are optional, if none are passed, the player will spawn with just the fists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For multiple weapon types per slot add a comma then another &amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;:'''&lt;br /&gt;
;&amp;lt;code&amp;gt;starting_weapons_selection_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Maximum Firearm Weapons&amp;gt; &amp;lt;Maximum Melee Weapons&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Weapon_Classes|Weapon Class]]&amp;gt;,&amp;lt;[[Server_Configuration_Enums#Weapon|Weapon Class]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
Give the British grenadiers a rifle and Give the French grenadiers a rifle, pike or spontoon or sword and a pistol:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
starting_weapons_selection_override British Grenadier 4 2 Rifle&lt;br /&gt;
starting_weapons_selection_override French Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Firearm Ammo Override====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;firearm_ammo_override &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Firearm&amp;gt; &amp;lt;Starting Ammo&amp;gt; &amp;lt;Loaded Ammo In Barrel&amp;gt; &amp;lt;Maximum Carryable Ammo&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the Class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class you wish to customize&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Firearm|Firearm]]&amp;gt;''' The type of firearm that you are customizing &lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Starting Ammo&amp;gt;''' An integer between 0 and 255 - The amount of ammunition the firearm will start with&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Loaded Ammo&amp;gt;''' An integer defined as a numerical value between 0 and 255 - How much ammunition is preloaded into the firearm for the weapons&lt;br /&gt;
:: Using values of 2 and above will act as temporary increase in clip size until the ammunition is drained and a reload is required.&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Maximum Carryable Ammo&amp;gt;''' An integer between 0 and 255 - The maximum amount of ammunition able to be carried for a firearm.&lt;br /&gt;
:: This value can be larger than &amp;lt;Starting Ammo&amp;gt; for game-modes that use the ammo box object&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Give the British light infantry two rounds but none in the barrel and give the French light infantry a musket with one loaded round but none in reserve:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0&lt;br /&gt;
firearm_ammo_override French LightInfantry Musket_NewLandPatternBrownBess 0 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Limitations====&lt;br /&gt;
&lt;br /&gt;
Configure limitations per buildable object. With this, you can disable explosives, increase the buildable chair limit and more.&lt;br /&gt;
&lt;br /&gt;
It is important to note this command functions similar to an RC command and it will persist through rounds. This means that if you disable explosives on the first map rotation, they will remain disabled on the map rotations following that unless otherwise enabled once more in a subsequent rotation.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sappers_buildlimit &amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt; &amp;lt;Emplacement Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Emplacement Type|Emplacement Type]]&amp;gt;''' The emplacement you wish to set a limitation on&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Attacking Or Defending|Attacking Or Defending]]&amp;gt;''' If the limit should apply for the attacking or defending faction&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Emplacement Limit&amp;gt;''' An integer between 0 and 255 - Set a limit on the allowed buildable emplacements&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Disable the use of explosive barrels for the defending faction:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_buildlimit ExplosiveBarrel defending 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Sapper Buildable Defences Starting Materials====&lt;br /&gt;
&lt;br /&gt;
Define the starting materials for the attacking and defending factions.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;sappers_attacking_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
sappers_defending_starting_materials &amp;lt;Material Limit&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Material Limit&amp;gt;''' An integer between 0 and 10000 - Set the materials each faction starts with&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set the starting limit for the attackers to 50 and the defenders to 200:&lt;br /&gt;
&amp;lt;pre&amp;gt;# Sapper Configuration Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
sappers_attacking_starting_materials 50&lt;br /&gt;
sappers_defending_starting_materials 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
Spawns can be overridden or added to, depending on the game type.  For ArmyDeathmatch, ArmyBattlefield, and Melee Arena these commands will replace any existing spawn points on the map.  For Siege and Conquest these will '''add''' to the existing set of spawn points.  It is not currently possible to set up new capturable spawn points on maps.  Using these in Naval or Coastal battles can result in players spawning in the middle of the ocean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override spawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt; &amp;lt;ID&amp;gt;,&amp;lt;Spawn_Point_Name&amp;gt;,&amp;lt;Spawn Category&amp;gt;,&amp;lt;Attacking, Defending or Neutral&amp;gt;,&amp;lt;Spawn Size X&amp;gt;,&amp;lt;Spawn Size Y&amp;gt; &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;ID&amp;gt;''' A whole number uniquely identifying this spawn point.  This must be between 10 and 256, and cannot match another ID.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn_Point_Name&amp;gt;''' The name you want listed in the spawn menu.  Ideally these should be kept short to fit in the menu.  To include spaces in the name, replace them with underscores.  For example, the name Tahir_Desert_Ruins would display as Tahir Desert Ruins.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Category&amp;gt;''' This defines the icon of the spawn in the menu.  It should be selected from the following options:&lt;br /&gt;
:: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Attacking, Defending or Neutral&amp;gt;''' For Army Siege and Conquest, this will determine which faction can use this spawn.  For other modes this is ignored, and the spawn points are granted half an half to each team based on their order of input in config.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Spawn Size X&amp;gt; &amp;amp; &amp;lt;Spawn Size Y&amp;gt;''' This takes a floating point number and determines the size of the spawn area in meters.  To visualise this when testing, spawn a couple of dozen bots with movement turned off.  &lt;br /&gt;
:: ''Be careful not to have a large spawn area on the edge of the map as it can cause players to spawn out of bounds.''&lt;br /&gt;
&lt;br /&gt;
=== Naval ===&lt;br /&gt;
====Class Limit Override On Ships====&lt;br /&gt;
By using the following override commands, you can define your own selection of classes to spawn on which ship. It also provides you with the option of allowing players to spawn with army-based classes on ships. IE. If you're looking at allowing players to spawn with the Line Infantry Class on the 13-Gun Brig-Sloop, you can do just that.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt; &amp;lt;Class Limit&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type of which to override the spawn point of&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Class|Class]]&amp;gt;''' The name of the class being added to the spawn point&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Class Limit&amp;gt;''' An integer value between 1 and 255&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only&amp;quot; allow 200 Riflemen for British and French frigates. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spawn_detail_override Frigate50gun British Rifleman 200&lt;br /&gt;
ships_spawn_detail_override Frigate50gun French Rifleman 200&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spawning &amp;amp; Custom Ship Presets====&lt;br /&gt;
&lt;br /&gt;
Make use of the commands below to define the ship types to spawn in a particular map rotation. Through the same command, you can also define the number of ships to spawn, for which faction as well as their paint scheme. It works on both the Naval Battlefield, Naval Assault &amp;amp; Coastal Siege game modes. You must make sure to set &amp;lt;ships_preset&amp;gt; index to 37 per map rotation before using the command below. This preset index doesn't contain any ships so you retain further control over the ships you want to spawn. IE. You can spawn in 1 50-Gun Frigate with a yellow and black color scheme for the British faction while having 3 8-Gun Schooners for the French with a random color variation&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spawn &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;Amount Of Ships&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Color&amp;gt; &amp;lt;[[Server_Configuration_Enums#Ship_Name|Ship Name]]&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Amount Of Ships&amp;gt;''' An integer between 0 and 50 - Amount of ships to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Color&amp;gt;''' Color is defined as an integer between 0 and 5&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Spawn 1 British frigate and 10 French rocketboats.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
# Set ship_preset to 37 (doesn't spawn any ships)&lt;br /&gt;
ships_preset 37&lt;br /&gt;
# Spawn ships&lt;br /&gt;
ships_spawn Frigate50gun 1 British 0&lt;br /&gt;
ships_spawn Rocketboat 10 French 4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Health Override For Ships====&lt;br /&gt;
&lt;br /&gt;
Administrators can define health points for each and every naval vessel type within the game. This addition could prove useful for organised events or perhaps even the creation of unique scenarios featuring flagships.&lt;br /&gt;
&lt;br /&gt;
Input the below commands per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_health_detail_override &amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt; &amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt; &amp;lt;Health Points&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Ship Type|Ship Type]]&amp;gt;''' Ship type to spawn&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;[[Server_Configuration_Enums#Faction|Faction]]&amp;gt;''' The Faction of the ship&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;Health Points&amp;gt;''' An integer value between 0 and 99999 - Health Points of the ship&lt;br /&gt;
&lt;br /&gt;
'''Default Ship HP values:'''&lt;br /&gt;
&lt;br /&gt;
: ''Frigate:'' 5500&lt;br /&gt;
: ''12GunBrigg:'' 3000&lt;br /&gt;
: ''8GunSchooner:'' 2000&lt;br /&gt;
: ''2GunSchooner:'' 1250&lt;br /&gt;
: ''Gunboat:'' 500&lt;br /&gt;
: ''Rocketboat:'' 500&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Set British frigate HP to 20000 and French frigate HP to 70 because Britannia rules the waves.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Override Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_health_detail_override Frigate50gun British 20000&lt;br /&gt;
ships_health_detail_override Frigate50gun French 70&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this command, it must be added after &amp;lt;code&amp;gt;!map_rotation start&amp;lt;/code&amp;gt; and before &amp;lt;code&amp;gt;!map_rotation end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Ship Spacemode====&lt;br /&gt;
&lt;br /&gt;
Be at the forefront of interplanetary travel! By inserting this command per map rotation, you can enable ships to fly.  Press the Space key to ascend and the Shift key to descend.&lt;br /&gt;
&lt;br /&gt;
Input the below command per map rotation in the server configuration file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ships_spacemode &amp;lt;True or False&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''&amp;lt;True or False&amp;gt;''' True enables ships to fly while false is the default gameplay&lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
Enable ships to fly.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Fun Commands (This is a comment and will be ignored by the game)&lt;br /&gt;
ships_spacemode true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spawn Overrides====&lt;br /&gt;
This operates in a similar fashion to the land spawn override, but to affect ship spawn locations on ocean maps.  It will not override existing spawn locations, but will function on custom maps (such as CustomMapNaval) when using Naval Battlefield or Coastal Siege.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;objects_override shipspawnsection &amp;lt;Position&amp;gt; &amp;lt;Rotation&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Position&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The center of the spawn point on the map using x, y, and z coordinates.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerPosition&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's position.&lt;br /&gt;
&lt;br /&gt;
:'''&amp;lt;Rotation&amp;gt;''' A set of float values in the format x y z = 0.0 0.0 0.0 - The rotation in degrees of the spawn point on the map around the x, y, and z axes, where Y is &amp;quot;up&amp;quot;.&lt;br /&gt;
:: Enter &amp;lt;code&amp;gt;get playerRotation&amp;lt;/code&amp;gt; into the [[Console|console]] ingame to display your character's rotation.&lt;br /&gt;
&lt;br /&gt;
===Object Override===&lt;br /&gt;
Objects can be added to the game by following the guide in [[Map_Editing#Positioning|Map Editing]].&lt;br /&gt;
&lt;br /&gt;
=Map Voting=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable map voting in general, you need to setup a few commands in the global scope of your server config.&lt;br /&gt;
 map_voting_enabled true&lt;br /&gt;
 map_voting_duration 15&lt;br /&gt;
 map_voting_allow_same_map false&lt;br /&gt;
 map_voting_history_count 3&lt;br /&gt;
 map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege&lt;br /&gt;
 map_voting_log_file_path logs_output/mapvotinglogs.txt&lt;br /&gt;
&lt;br /&gt;
====map_voting_enabled====&lt;br /&gt;
This tells the server that the map voting system is enabled or disabled.&lt;br /&gt;
====map_voting_duration====&lt;br /&gt;
This tells the system how long (in seconds) the map voting should allow people to vote for.&lt;br /&gt;
&lt;br /&gt;
====map_voting_allow_same_map====&lt;br /&gt;
This tells the system if it should offer the same map. For example, in a naval oriented server, you might want to allow this to offer [RandomWaters|Maps] multiple times with different configs.&lt;br /&gt;
====map_voting_history_count====&lt;br /&gt;
This tells the system how long should a map not have been played for it to be allowed to be voted on again.&lt;br /&gt;
====map_voting_gameplay_modes====&lt;br /&gt;
This tells the system the order of which game modes should be playable. You're welcome to repeat any gamemode to pad out any different game mode.&lt;br /&gt;
====map_voting_log_file_path====&lt;br /&gt;
This will log the voted maps into a txt file of your choosing. (Not necessary to function)&lt;br /&gt;
&lt;br /&gt;
==Help my map can't be voted for==&lt;br /&gt;
The way the map voting system works is in terms of buckets. These buckets are based on playable player counts and game mode. If you want a map to be completely ignored by map voting, set all the playable values to false. If you don't care about player count and want to enable the map for voting, set everything to true or leave the map rotation setting commented out.&lt;br /&gt;
 population_verylow_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_low_playable  &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_medium_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
 population_high_playable &amp;lt;true/false&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing to note, the load order matters. If you're using a modded map, make sure that it's the first thing in the mod load order.&lt;br /&gt;
&lt;br /&gt;
==Map vote history depending on amount of players in server==&lt;br /&gt;
 map_voting_history_count_verylow 1&lt;br /&gt;
 map_voting_history_count_low 2&lt;br /&gt;
 map_voting_history_count_medium 4&lt;br /&gt;
 map_voting_history_count_high 10&lt;br /&gt;
&lt;br /&gt;
==Can I manually trigger the map voting to start==&lt;br /&gt;
Unfortunately, no, but theres a workaround. You can setup a win condition object or the dynamic win condition flag, and either of those systems would end the round and trigger map voting.&lt;br /&gt;
&lt;br /&gt;
=Discord Admin Webhook Logger=&lt;br /&gt;
==Basics==&lt;br /&gt;
To enable Discord webhooks you must have the Discord developer tools enabled. You can enable it in the &amp;quot;Advanced&amp;quot; tab in the Discord options. [[File:DiscordDevModeSetting.png|thumb|Discord developer mode setting]]&lt;br /&gt;
Discord warnings will show things such as admin PMs, slays, kicks, revives and slaps.&lt;br /&gt;
Discord banmutes will show things that write to config files, such as kicks, voip mutes, chat mutes and voip spammer.&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_warning_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_warning_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 discord_webhook_banmute_tag_admin &amp;lt;@!ID&amp;gt; | &amp;lt;@!ID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_id &amp;lt;webhookID&amp;gt;&lt;br /&gt;
 discord_webhook_banmute_token &amp;lt;webhookToken&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to setup==&lt;br /&gt;
These config commands should be input where the main server settings are, do not put them in map rotation.&lt;br /&gt;
&lt;br /&gt;
To find the correct values, you must first make sure that you have the Discord permissions in your server to create webhooks. After this create one webhook for each set.&lt;br /&gt;
&lt;br /&gt;
After you have made your two webhooks, you should see the option to &amp;quot;Copy Webhook URL&amp;quot;. Open these in your browser and you will see assorted text. The details you need are &amp;quot;id:&amp;quot; and &amp;quot;token:&amp;quot;. Copy the values from each of those into their respective &amp;lt;code&amp;gt;_id&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_token&amp;lt;/code&amp;gt; config commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt; will serve as a way to tag or input any text you would like at the top of the webhook url. To get the player you would like to attach to the discord message, right click on their name, at the bottom you should see &amp;quot;Copy ID&amp;quot;. This will put that users ID into your clipboard. The format for the ping should be put as &amp;lt;code&amp;gt;&amp;lt;@!12344567890&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If done correctly, when you perform an admin action in game, the webhook will respond in the designated channel with the following information:&lt;br /&gt;
*Action performed&lt;br /&gt;
*Title provided in &amp;lt;code&amp;gt;_tag_admin&amp;lt;/code&amp;gt;&lt;br /&gt;
*Admin who performed the action (With a direct link to their Steam profile)&lt;br /&gt;
*User who admin performed the action on (With a direct link to their Steam profile)&lt;br /&gt;
*The name of the server the action was performed on&lt;br /&gt;
*The reason&lt;br /&gt;
*The date and time of the action&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin: 0 auto;&amp;quot;&lt;br /&gt;
| [[File:DiscordWebhookCopyUrl.png|thumb|Where to create discord webhooks]]&lt;br /&gt;
| [[File:DiscordWebhookURL.png|thumb|Where to find the id and token]]&lt;br /&gt;
| [[File:DiscordWebhookPreview.png|thumb|Discord admin webhook example]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2573</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2573"/>
		<updated>2023-06-13T12:13:19Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
Many settings used can be modified via the server configuration file. These changes can either be global to all map rotations or local to a single map rotation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To globally change a setting, insert &amp;lt;code&amp;gt;mod_variable autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt; at the top of the file (not in a specific map rotation).&lt;br /&gt;
&lt;br /&gt;
To locally change a setting for only a specific map rotation, insert &amp;lt;code&amp;gt;mod_variable_local autoadmin:&amp;lt;command Name&amp;gt;:&amp;lt;value&amp;gt;&amp;lt;/code&amp;gt;inside the map rotation. This will change the setting only for that rotation. &lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2572</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2572"/>
		<updated>2023-06-13T12:08:15Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2571</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2571"/>
		<updated>2023-06-13T12:06:36Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
This page refers to a community made workshop mod created by [[User:Elf]] . For support using the mod, you can request support on the [https://discord.com/invite/holdfastgame official holdfast discord] in #Server-Owners. &lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
The mod can be found on the steam page [https://steamcommunity.com/sharedfiles/filedetails/?id=2531692643 here]. &lt;br /&gt;
&lt;br /&gt;
At the top of the config file insert &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt; mods_installed 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insert at the '''bottom''' of the map rotation for any maps you wish to have the mod installed &amp;lt;nowiki&amp;gt;&amp;lt;code&amp;gt; load_mod 2531692643 #eLF’s AutoAdmin &amp;lt;/code&amp;gt;&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The mod should be the last non-skin mod to be installed in the map rotation otherwise will appear as an option in Map Voting. &lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2570</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2570"/>
		<updated>2023-06-13T11:41:04Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
== Installing the Mod ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== Player FOL ==&lt;br /&gt;
[test]&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2569</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2569"/>
		<updated>2023-06-13T11:35:05Z</updated>

		<summary type="html">&lt;p&gt;Elf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== All Charge System ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
	<entry>
		<id>https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2568</id>
		<title>Auto Admin</title>
		<link rel="alternate" type="text/html" href="https://wiki.holdfastgame.com/index.php?title=Auto_Admin&amp;diff=2568"/>
		<updated>2023-06-13T11:30:30Z</updated>

		<summary type="html">&lt;p&gt;Elf: testing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Testing here since the steam page keeps deleting my link to google doc]&lt;br /&gt;
&lt;br /&gt;
=== All Charge System ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Config Command&lt;br /&gt;
!Description&lt;br /&gt;
!Arguments&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|allChargeVisableWarning&lt;br /&gt;
|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. &lt;br /&gt;
|int&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elf</name></author>
	</entry>
</feed>