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<div class="hf-relpage">
<div class="hf-relpage hf-reference-page hf-server-configuration-page">
{{Release_page_header|title=Server Configuration}}
{{Release_page_header|title=Server Configuration}}
<div class="hf-relpage-body">
<div class="hf-relpage-body">
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<div class="hf-toc-category">On this page</div>
<div class="hf-toc-category">On this page</div>
<div>[[#config-files|Configuration Files]]</div>
<div>[[#config-files|Configuration Files]]</div>
<div>[[#import-files|Importing Config Files]]</div>
<div>[[#server-wide|Server-Wide Settings]]</div>
<div>[[#server-wide|Server-Wide Settings]]</div>
<div>[[#frontlines-commands|Frontlines Commands]]</div>
<div>[[#auto-shutdown|Auto Shutdown/Restart]]</div>
<div>[[#auto-shutdown|Auto Shutdown/Restart]]</div>
<div>[[#map-rotations|Map Rotations]]</div>
<div>[[#map-rotations|Map Rotations]]</div>
Line 15: Line 15:
}}
}}
<div class="hf-relpage-content">
<div class="hf-relpage-content">
<div class="hf-reference-hero">
<div class="hf-reference-kicker">Server Administration</div>
<div class="hf-reference-title">Configure server identity, rotations, voting, mods, and automation.</div>
<div class="hf-reference-text">Use this page to understand Holdfast server configuration files, global settings, imported config fragments, map rotations, override commands, workshop mods, and Discord admin webhooks.</div>
</div>
<div class="hf-reference-facts">
<div class="hf-reference-fact"><span>File Format</span>Configuration files are plain text, with settings, comments, imports, and map rotation blocks.</div>
<div class="hf-reference-fact"><span>Rotation Scope</span>Commands inside a map rotation only apply to that rotation unless documented otherwise.</div>
<div class="hf-reference-fact"><span>Related Pages</span>See [[Server Hosting]], [[Remote Console Commands]], [[Server Configuration Enums]], and [[Map Editing]].</div>
</div>


{{Release_section
{{Release_section
Line 28: Line 40:


The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see [[Server Hosting|Server Hosting]]).
The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see [[Server Hosting|Server Hosting]]).
}}
{{Release_section
|id=import-files
|title=Importing Config Files
|content=
The <code>import</code> variable lets you pull settings from another server configuration file. Imported files must be <code>.txt</code> files, just like regular server config files. This is useful when several configs share the same header, admin settings, map voting setup, or repeated rotation settings.
<pre class="hf-code">import &lt;folder&gt;/&lt;file&gt;.txt</pre>
Example:
<pre class="hf-code">import monday-shared/header-shared.txt</pre>
In this example, <code>monday-shared</code> is the folder and <code>header-shared.txt</code> is the imported config file.
'''Usage:'''
* '''Global config:''' Use <code>import</code> near the top of the config to pull in shared server-wide settings.
* '''Map rotation config:''' Use <code>import</code> inside a <code>!map_rotation start</code> / <code>!map_rotation end</code> block to pull in settings for that specific rotation.
'''Global example:'''
<pre class="hf-code">### Server Details
import monday-shared/header-shared.txt
server_name Monday Event Server
server_region europe</pre>
'''Rotation example:'''
<pre class="hf-code">!map_rotation start
map_name countryside
game_mode FrontlinesOffensive
import monday-shared/frontlines-rules.txt
!map_rotation end</pre>
}}
}}


Line 75: Line 119:
<pre class="hf-code">network_broadcast_mode Standard</pre>
<pre class="hf-code">network_broadcast_mode Standard</pre>


'''Artillery respawn''' (seconds, defaults are 120s):
'''Maximum server player count'''
<pre class="hf-code">artillery_fieldgun_respawn_timer 120
<pre class="hf-code">maximum_players 150</pre>
artillery_rocketlauncher_respawn_timer 120</pre>
 
'''Artillery dynamic spawns'''
 
Artillery dynamic spawns are set up for official maps, mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to "block" the piece. You can obtain the dynamic spawn IDs from the server log when the map loads. Section IDs always start from 0.
 
{{{!}} class="wikitable"
! ArtilleryType !! Usage
{{!}}-
{{!}} FieldGun {{!}}{{!}} Spawns 9PDR
{{!}}-
{{!}} Howitzer {{!}}{{!}} Spawns Howitzer
{{!}}-
{{!}} RocketLauncher {{!}}{{!}} Spawns Rocket Launcher
{{!}}-
{{!}} Mortar {{!}}{{!}} Spawns Mortar
{{!}}-
{{!}} None {{!}}{{!}} Nothing spawns
{{!}}-
{{!}} Random {{!}}{{!}} Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.
{{!}}-
{{!}} RandomSymmetric {{!}}{{!}} Spawns random artillery piece; artillery spawn sections that share the same RandomSymmetric ID will spawn the same artillery piece.
{{!}}}
 
<pre class="hf-code">artillery_spawn_override &lt;slotId&gt; &lt;ArtilleryType&gt;</pre>


'''Population thresholds''' (gate maps by player counts):
'''Population thresholds''' (gate maps by player counts):
Line 111: Line 130:
<pre class="hf-code">show_serverperformance_warning true
<pre class="hf-code">show_serverperformance_warning true
map_rotation_start_randomise true</pre>
map_rotation_start_randomise true</pre>
'''Global officer chat''' (Enable a separate chat channel that officers can speak in globally):
<pre class="hf-code">include_officer_only_chat true
include_sergeants_in_officer_chat true</pre>


'''Objective capture''' (Conquest/flag modes):
'''Objective capture''' (Conquest/flag modes):
Line 117: Line 140:
conquest_stealthcap_reqplayers_medium 3
conquest_stealthcap_reqplayers_medium 3
conquest_stealthcap_reqplayers_high 4</pre>
conquest_stealthcap_reqplayers_high 4</pre>
}}
{{Release_section
|id=frontlines-commands
|title=Frontlines Specific Commands
|content=
[[File:Frontlines Config Example.png|thumb|Example frontlines config]]


=== Frontlines ===
Use this to set the game type to Frontlines (defaults to false):
Use this to set the game type to Frontlines (defaults to false):
<pre class="hf-code">frontlines_mode true</pre>
<pre class="hf-code">frontlines_mode true</pre>
Line 170: Line 187:
game_type
game_type
round_time_minutes
round_time_minutes
ships_respawn_timer
allow_midround_spawning
allow_faction_switching
allow_spectating
max_player_respawns
deathmatch_max_kills
reinforcements_per_faction
minimum_players
maximum_players
melee_weapons_only
faction_balancing
faction_balancing
faction_balancing_discrepancy_amount
max_accumulated_faction_points
ships_preset
faction_attacking
faction_attacking
faction_defending
faction_defending
max_tickets
max_tickets</pre>
ships_spawn
rowboat_cooldown_timer
rowboat_cooldown_while_sinking_timer
ships_spacemode
sappers_buildlimit
sappers_attacking_starting_materials
sappers_defending_starting_materials
max_player_respawn
officers_spawn_mounted</pre>


Most map rotation commands can now be placed at the top of the server config file, before the map rotations section, and they will be applied to all map rotations that don't already have the same command. Some exceptions are commands that are map-specific such as map_name and game_mode.
Most map rotation commands can now be placed at the top of the server config file, before the map rotations section, and they will be applied to all map rotations that don't already have the same command. Some exceptions are commands that are map-specific such as map_name and game_mode.
=== Maps ===
Visit [[Maps|Maps]] or [[Server Configuration Enums|Server Configuration Enums]] for a full list of all maps.
General map rotation commands:
* <code>map_name</code> - the map for this rotation
* <code>game_mode</code> - the game mode for this rotation (ArmyBattlefield, CoastalSiege etc)
* <code>game_type</code> - the game type for this rotation (Standard or Hardcore)
* <code>faction_attacking</code> - the attacking faction for this rotation
* <code>faction_defending</code> - the defending faction for this rotation
* <code>round_time_minutes</code> - round length, in minutes
* <code>allow_midround_spawning</code> - whether players can spawn after the round has started
* <code>allow_faction_switching</code> - whether players may switch faction mid round
* <code>minimum_players</code> - minimum players required before the round starts
* <code>reinforcements_per_faction</code> - shared respawn tickets available to each faction
* <code>max_accumulated_faction_points</code> - cap on faction points that can accumulate in a round
* <code>deathmatch_max_kills</code> - kills required to win in deathmatch mode
* <code>max_player_respawns</code> - maximum times a player can respawn (-1 for unlimited)
Randomly assign a faction to the chosen side(s) each round:
<pre class="hf-code">faction_randomiser &lt;Attacking/Defending/Both&gt;</pre>
=== Faction Balancing ===
When <code>faction_balancing</code> is enabled, players will be prevented to join a faction that has a significantly higher player count than the other faction. <code>faction_balancing_discrepancy_amount</code> sets how large the player-count difference between factions is allowed to get before balancing kicks in.
The allowed discrepancy can also be set individually per population bracket, overriding the global value at that bracket:
<pre class="hf-code">faction_balancing_discrepancy_amount_very_low 4
faction_balancing_discrepancy_amount_low 6
faction_balancing_discrepancy_amount_medium 8
faction_balancing_discrepancy_amount_high 10</pre>
You can also set a target population ratio between attackers and defenders (both values must be above 0). Useful on asymmetric maps where one side should hold more players:
<pre class="hf-code">faction_balancing_ratio &lt;attackers&gt; &lt;defenders&gt;
faction_balancing_ratio 3 2</pre>


=== Spawn Settings ===
=== Spawn Settings ===
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Spawn immunity (max 5s):
Spawn immunity (max 5s):
<pre class="hf-code">spawn_immunity_timer 5</pre>
<pre class="hf-code">spawn_immunity_timer 5</pre>
Set whether dynamic artillery come with cannoneer spawn sections or not, and whether they should be locked to their owners or usable by anyone (Note: If disabled, you may want to use spawn overrides to add cannoneer slots to the HQ spawns, since they don’t come with cannoneer slots any more on default maps.)
<pre class="hf-code">artillery_spawn_sections_enabled &lt;true/false&gt;</pre>


=== Melee Arena Settings ===
=== Melee Arena Settings ===
Line 221: Line 247:
<pre class="hf-code">amount_of_rounds 50</pre>
<pre class="hf-code">amount_of_rounds 50</pre>


=== Maps ===
Countdown before a round begins:
Visit [[Maps|Maps]] or [[Server Configuration Enums|Server Configuration Enums]] for a full list of all maps.
<pre class="hf-code">round_countdown_timer_seconds 10</pre>


=== Officer Orders ===
=== Officer Orders ===
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Enable/disable hoist flag order in naval:
Enable/disable hoist flag order in naval:
<pre class="hf-code">hoist_flag_order_enabled &lt;true/false&gt;</pre>
<pre class="hf-code">hoist_flag_order_enabled &lt;true/false&gt;</pre>
Have officers spawn mounted on horses:
<pre class="hf-code">officers_spawn_mounted &lt;true/false&gt;</pre>


=== Abilities ===
=== Abilities ===
Line 282: Line 311:
Set whether muskets start with their bayonets attached or not on spawn:
Set whether muskets start with their bayonets attached or not on spawn:
<pre class="hf-code">start_bayonet_attached &lt;true/false&gt;</pre>
<pre class="hf-code">start_bayonet_attached &lt;true/false&gt;</pre>
Restrict players to melee weapons only:
<pre class="hf-code">melee_weapons_only &lt;true/false&gt;</pre>
Allow players to enter spectate mode:
<pre class="hf-code">allow_spectating &lt;true/false&gt;</pre>


Set whether enemy players should still show their name tags:
Set whether enemy players should still show their name tags:
<pre class="hf-code">show_enemy_player_name_tags &lt;true/false&gt;</pre>
<pre class="hf-code">show_enemy_player_name_tags &lt;true/false&gt;</pre>
Enable or disable use of the in-game admin console on this rotation (if disabled, admins can only use P menu actions):
<pre class="hf-code">admin_console_allowed &lt;true/false&gt;</pre>
Show a custom rule message to specific player classes at the start of the round. List the classes separated by commas, then a <code>&#124;</code>, then the message:
<pre class="hf-code">server_round_rule &lt;Class&gt;,&lt;Class&gt;|&lt;message&gt;
server_round_rule Rifleman,Skirmisher|No firing until the first line clashes.</pre>
=== Admin Features ===
For any admin features, including all charge and fire out of line settings, you can find more details in the [[Admin_Features|Admin Features]] page.


=== Automatic Console Commands ===
=== Automatic Console Commands ===
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spawn_override B Rifleman 200</pre>
spawn_override B Rifleman 200</pre>


'''exclusive_modded_uniforms''' — restrict to mod uniforms:
To add a class with a spawn limit to a spawn point while '''keeping''' the classes already available there (instead of overwriting them), use the inclusive variant:
<pre class="hf-code">spawn_inclusive_override &lt;Spawn Point&gt; &lt;Class&gt; &lt;Class Limit&gt;</pre>
 
Example:
<pre class="hf-code">spawn_inclusive_override A Carpenter 20</pre>
 
==== Spawn Overrides (Land) ====
<pre class="hf-code">objects_override spawnsection &lt;Position&gt; &lt;Rotation&gt; &lt;ID&gt;,&lt;Spawn_Name&gt;,&lt;Category&gt;,&lt;Attacking|Defending|Neutral&gt;,&lt;SizeX&gt;,&lt;SizeY&gt;</pre>
 
Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.
 
==== Exclusive Modded Uniforms ====
Restrict specific factions to using only uniforms from the currently loaded mods.
<pre class="hf-code">exclusive_modded_uniforms british french</pre>
<pre class="hf-code">exclusive_modded_uniforms british french</pre>


Line 338: Line 395:
<pre class="hf-code">weapon_class_ammo_override &lt;Faction&gt; &lt;Class&gt; &lt;WeaponClass&gt; &lt;StartingAmmo&gt; &lt;LoadedInBarrel&gt; &lt;MaxCarry&gt;</pre>
<pre class="hf-code">weapon_class_ammo_override &lt;Faction&gt; &lt;Class&gt; &lt;WeaponClass&gt; &lt;StartingAmmo&gt; &lt;LoadedInBarrel&gt; &lt;MaxCarry&gt;</pre>


==== Sapper Buildable Defences Limits ====
==== Sapper Buildable Defences - Limits ====
<pre class="hf-code">sappers_buildlimit &lt;EmplacementType&gt; &lt;attacking|defending&gt; &lt;Limit&gt;</pre>
<pre class="hf-code">sappers_buildlimit &lt;EmplacementType&gt; &lt;attacking|defending&gt; &lt;Limit&gt;</pre>


Line 354: Line 411:
sappers_defending_starting_materials 200</pre>
sappers_defending_starting_materials 200</pre>


==== Spawn Overrides (Land) ====
=== Artillery Dynamic Spawn Sections ===
<pre class="hf-code">objects_override spawnsection &lt;Position&gt; &lt;Rotation&gt; &lt;ID&gt;,&lt;Spawn_Name&gt;,&lt;Category&gt;,&lt;Attacking|Defending|Neutral&gt;,&lt;SizeX&gt;,&lt;SizeY&gt;</pre>
 
Artillery dynamic spawns are set up for official maps, mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to "block" the piece. You can obtain the dynamic spawn IDs from the server log when the map loads. Section IDs always start from 0.
 
{{{!}} class="wikitable"
! ArtilleryType !! Usage
{{!}}-
{{!}} FieldGun {{!}}{{!}} Spawns 9PDR
{{!}}-
{{!}} Howitzer {{!}}{{!}} Spawns Howitzer
{{!}}-
{{!}} RocketLauncher {{!}}{{!}} Spawns Rocket Launcher
{{!}}-
{{!}} Mortar {{!}}{{!}} Spawns Mortar
{{!}}-
{{!}} None {{!}}{{!}} Nothing spawns
{{!}}-
{{!}} Random {{!}}{{!}} Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.
{{!}}-
{{!}} RandomSymmetric {{!}}{{!}} Spawns random artillery piece; artillery spawn sections that share the same RandomSymmetric ID will spawn the same artillery piece.
{{!}}}
 
<pre class="hf-code">artillery_spawn_override &lt;slotId&gt; &lt;ArtilleryType&gt;</pre>


Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.
Set whether dynamic artillery come with cannoneer spawn sections or not, and whether they should be locked to their owners or usable by anyone (Note: If disabled, you may want to use spawn overrides to add cannoneer slots to the HQ spawns, since they don’t come with cannoneer slots any more on default maps.)
<pre class="hf-code">artillery_spawn_sections_enabled &lt;true/false&gt;</pre>


=== Naval ===
=== Naval ===
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ships_spawn_detail_override Frigate50gun Attacking Rifleman 200
ships_spawn_detail_override Frigate50gun Attacking Rifleman 200
ships_spawn_detail_override Frigate50gun Defending Rifleman 200</pre>
ships_spawn_detail_override Frigate50gun Defending Rifleman 200</pre>
To add or change a single class limit on a ship '''without''' overwriting the other classes available on it, use the "modify" variant:
<pre class="hf-code">ships_spawn_detail_modify_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;Class&gt; &lt;ClassLimit&gt;</pre>
Example:
<pre class="hf-code">ships_spawn_detail_modify_override Frigate50gun Attacking Rifleman 50</pre>


==== Ship Spawning ====
==== Ship Spawning ====
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Set whether port spawners spawn gunboats instead of rowboats (default true):
Set whether port spawners spawn gunboats instead of rowboats (default true):
<pre class="hf-code">gunboat_spawner_enabled &lt;true/false&gt;</pre>
<pre class="hf-code">gunboat_spawner_enabled &lt;true/false&gt;</pre>
Seconds before a destroyed ship respawns:
<pre class="hf-code">ships_respawn_timer &lt;Seconds&gt;</pre>
Rowboat spawner cooldown timers:
<pre class="hf-code">rowboat_cooldown_timer &lt;Seconds&gt;
rowboat_cooldown_while_sinking_timer &lt;Seconds&gt;</pre>


==== Health Override For Ships ====
==== Health Override For Ships ====
Line 441: Line 533:
Parameter 4: Percentage reduction in ship speed when ramming.
Parameter 4: Percentage reduction in ship speed when ramming.


==== Ship Spacemode ====
==== Ship Space Mode ====
<pre class="hf-code">ships_spacemode true</pre>
<pre class="hf-code">ships_spacemode true</pre>
==== Wind ====
Set the starting wind direction. Provide a single direction, or several separated by spaces to pick one at random on map load:
<pre class="hf-code">wind_direction &lt;Direction&gt;
wind_direction North
wind_direction North East SouthWest</pre>
Valid directions: North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest.
Enable wind that changes direction on its own over time. Pass just <code>true</code>/<code>false</code>, or add four values for the random interval and transition ranges (seconds):
<pre class="hf-code">dynamic_wind &lt;true/false&gt;
dynamic_wind &lt;true/false&gt; &lt;minInterval&gt; &lt;maxInterval&gt; &lt;minTransition&gt; &lt;maxTransition&gt;
dynamic_wind true 30 90 5 15</pre>


==== Spawn Overrides (Naval) ====
==== Spawn Overrides (Naval) ====
<pre class="hf-code">objects_override shipspawnsection &lt;Position&gt; &lt;Rotation&gt;</pre>
<pre class="hf-code">objects_override shipspawnsection &lt;Position&gt; &lt;Rotation&gt;</pre>


=== Object Override ===
=== Buffs & Traits ===
These override commands make use of the BuffPropertyType enum. A single buff or trait can have one, more than one, or none of these buff properties that you can override. You can typically tell which property types a buff or trait has by looking at its barracks description, or just its behaviour in-game. The full list of BuffPropertyType values can be found in this page: [[Server Configuration Enums|Server Configuration Enums]]. As an example, the SteadyAim buff can have these 2 buff property types overridden: Accuracy, CameraZoom
 
==== Class Traits ====
Each player class can have multiple traits that give the player some specific benefits. The values of these trait properties can be overridden with this command:
<pre class="hf-code">trait_property_override &lt;Trait&gt; &lt;BuffPropertyType&gt; &lt;Value&gt;</pre>
 
==== Buff Types ====
Buffs can be applied either through high command orders or through class specific abilities. You can override their property values via this command:
<pre class="hf-code">buff_property_override &lt;BuffType&gt; &lt;BuffPropertyType&gt; &lt;Value&gt;</pre>
 
==== High Command Orders ====
The cooldown duration of any high command order can be overridden via this command:
<pre class="hf-code">order_cooldown_override &lt;HighCommandOrderType&gt; &lt;CooldownDuration&gt;</pre>
 
Note that most orders and class abilities in the game have both a HighCommandOrderType and a BuffType. These can have different enum names for the same order or ability.
 
=== Festive Season Override ===
Festive seasonal events are usually active during specific periods of the year, but they can be overridden via this command:
<pre class="hf-code">festive_season_override &lt;HoldfastSeason&gt;</pre>
 
A value of 'None' will disable any festive seasonal objects.
 
=== Object Overrides ===
Objects can be added following [[Map Editing#Positioning|Map Editing]].
Objects can be added following [[Map Editing#Positioning|Map Editing]].
}}
}}
Line 479: Line 606:
map_voting_history_count_medium  4
map_voting_history_count_medium  4
map_voting_history_count_high    10</pre>
map_voting_history_count_high    10</pre>
The map-voting history normally stops recently-played maps from reappearing in votes. You can use this command to exclude specific game modes from the history, so maps of those modes can be voted for again without waiting:
<pre class="hf-code">exclude_from_map_voting_history &lt;GameMode&gt; &lt;GameMode&gt; ...</pre>


=== Can I Manually Trigger Map Voting? ===
=== Can I Manually Trigger Map Voting? ===

Latest revision as of 19:48, 11 July 2026

Server Configuration

Server Administration
Configure server identity, rotations, voting, mods, and automation.
Use this page to understand Holdfast server configuration files, global settings, imported config fragments, map rotations, override commands, workshop mods, and Discord admin webhooks.
File FormatConfiguration files are plain text, with settings, comments, imports, and map rotation blocks.
Rotation ScopeCommands inside a map rotation only apply to that rotation unless documented otherwise.

Server Configuration Files

Example Configuration File

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 lines:

  • Setting lines: <setting> <value> — the important ones.
  • Comment lines: starting with # — ignored; good for notes and saved rotations.
  • Empty lines: spacing only — ignored.

The usual layout: global server settings at the top, followed by a list of map-rotation settings. Further examples ship with the server (see Server Hosting).

Importing Config Files

The import variable lets you pull settings from another server configuration file. Imported files must be .txt files, just like regular server config files. This is useful when several configs share the same header, admin settings, map voting setup, or repeated rotation settings.

import <folder>/<file>.txt

Example:

import monday-shared/header-shared.txt

In this example, monday-shared is the folder and header-shared.txt is the imported config file.

Usage:

  • Global config: Use import near the top of the config to pull in shared server-wide settings.
  • Map rotation config: Use import inside a !map_rotation start / !map_rotation end block to pull in settings for that specific rotation.

Global example:

### Server Details
import monday-shared/header-shared.txt

server_name Monday Event Server
server_region europe

Rotation example:

!map_rotation start
map_name countryside
game_mode FrontlinesOffensive
import monday-shared/frontlines-rules.txt
!map_rotation end

Server-Wide Settings

These define how the server shows up to players, how it talks to the server browser, and basic restrictions.

Ports — all must be unique per instance on the same machine:

server_port 20100
steam_communications_port 8700
steam_query_port 27000

Display & access:

server_name New Server - Army Battlefield
server_welcome_message Welcome to my new game server!
server_region europe
server_admin_password ChangeThisPassword
#server_password ChangeThisPassword
server_intro_title Welcome to my server!
server_intro_body Greetings fellow humans
  • server_password is optional (leave commented to keep the server public).
  • server_admin_password is used for Remote Console Commands.
  • server_intro_* shows a join popup.

Server regions (shown in the browser):

Region codes
europe usa usaeast usawest australia
china japan russia southkorea brazil

Broadcast mode — network usage focus for close-range combat:

Parameter Usage
Standard Reduced packet rate on close range (high player count). Default.
Competitive Highest bandwidth; use only for Melee Arena with lower player counts. (Max of 64 players)

Example:

network_broadcast_mode Standard

Maximum server player count

maximum_players 150

Population thresholds (gate maps by player counts):

population_low_min_players 30
population_medium_min_players 50
population_high_min_players 100

Warnings & rotation randomization:

show_serverperformance_warning true
map_rotation_start_randomise true

Global officer chat (Enable a separate chat channel that officers can speak in globally):

include_officer_only_chat true
include_sergeants_in_officer_chat true

Objective capture (Conquest/flag modes):

conquest_stealthcap_reqplayers_verylow 0
conquest_stealthcap_reqplayers_low 2
conquest_stealthcap_reqplayers_medium 3
conquest_stealthcap_reqplayers_high 4

Frontlines

Use this to set the game type to Frontlines (defaults to false):

frontlines_mode true

Auto Shutdown/Restart System

An auto-shutdown and auto-restart system can be configured in the config or via the VapuriLoadTester launcher.

Auto Shutdown

The server can shut itself down after a set number of minutes (doesn't require VLT). VLT helper also closes on shutdown.

server_autoshutdown_interval_minutes 240

If the round is still running, the server won't wait; it proceeds after interval + overtime. Make sure players get warned.

server_autoshutdown_overtime_minutes 10

Broadcast message and frequency:

server_autoshutdown_broadcasted_message Server will be shutting down.
server_autoshutdown_broadcasted_message_interval_minutes 2

Auto Restart

Restarts the server every N minutes (doesn't require VLT). It waits for round end unless overtime is hit.

server_autorestart_interval_minutes 320

Overtime and messaging:

server_autorestart_overtime_minutes 10
server_autorestart_broadcasted_message Auto restart at the end of the round.
server_autorestart_broadcasted_message_interval_minutes 2

Map Rotations

A number of example configs ship with the server files. Big Mamba also compiled AGS examples: here.

Basic Map Settings

Common per-rotation keys:

map_name
game_mode
game_type
round_time_minutes
faction_balancing
faction_attacking
faction_defending
max_tickets

Most map rotation commands can now be placed at the top of the server config file, before the map rotations section, and they will be applied to all map rotations that don't already have the same command. Some exceptions are commands that are map-specific such as map_name and game_mode.

Maps

Visit Maps or Server Configuration Enums for a full list of all maps.

General map rotation commands:

  • map_name - the map for this rotation
  • game_mode - the game mode for this rotation (ArmyBattlefield, CoastalSiege etc)
  • game_type - the game type for this rotation (Standard or Hardcore)
  • faction_attacking - the attacking faction for this rotation
  • faction_defending - the defending faction for this rotation
  • round_time_minutes - round length, in minutes
  • allow_midround_spawning - whether players can spawn after the round has started
  • allow_faction_switching - whether players may switch faction mid round
  • minimum_players - minimum players required before the round starts
  • reinforcements_per_faction - shared respawn tickets available to each faction
  • max_accumulated_faction_points - cap on faction points that can accumulate in a round
  • deathmatch_max_kills - kills required to win in deathmatch mode
  • max_player_respawns - maximum times a player can respawn (-1 for unlimited)

Randomly assign a faction to the chosen side(s) each round:

faction_randomiser <Attacking/Defending/Both>

Faction Balancing

When faction_balancing is enabled, players will be prevented to join a faction that has a significantly higher player count than the other faction. faction_balancing_discrepancy_amount sets how large the player-count difference between factions is allowed to get before balancing kicks in.

The allowed discrepancy can also be set individually per population bracket, overriding the global value at that bracket:

faction_balancing_discrepancy_amount_very_low 4
faction_balancing_discrepancy_amount_low 6
faction_balancing_discrepancy_amount_medium 8
faction_balancing_discrepancy_amount_high 10

You can also set a target population ratio between attackers and defenders (both values must be above 0). Useful on asymmetric maps where one side should hold more players:

faction_balancing_ratio <attackers> <defenders>
faction_balancing_ratio 3 2

Spawn Settings

Spawn wave timers (defaults shown). vehicle = Cavalry; dynamic = Frontlines tables:

wave_spawn_time_seconds 10
wave_spawn_vehicle_time_seconds 20
wave_spawn_dynamic_time_seconds 15

Spawn immunity (max 5s):

spawn_immunity_timer 5

Melee Arena Settings

First round grace to let players load/spawn:

round_spawn_close_timer_seconds 45

Subsequent rounds:

round_spawn_close_timer_seconds_between_rounds 15

Rounds to win:

amount_of_rounds 50

Countdown before a round begins:

round_countdown_timer_seconds 10

Officer Orders

Enable/disable officer orders system:

class_system_orders <true/false>

Enable/disable squad camp system (tent in NaW, table in Frontlines):

class_system_orders_reinforce <true/false>

Spawn limit on placed squad camp (set to -1 on Frontlines):

class_system_orders_reinforce_limit 25

Enable/disable hoist flag order in naval:

hoist_flag_order_enabled <true/false>

Have officers spawn mounted on horses:

officers_spawn_mounted <true/false>

Abilities

Enable/disable throwable grenade abilities for grenadiers and carpenters:

grenade_abilities_enabled <true/false>

Enable/disable grenade damage on artillery pieces:

grenades_damage_artillery <true/false>

Conquest Config

(Also applies to Offensive in Frontlines and American Revolution.)

conquest_tick_reward 3
conquest_ticker_time_seconds 1
conquest_tickets_per_capture 100
conquest_max_tickets 7500
conquest_territory_lock_time_seconds 0

Weather and Time of Day

Preset on map load (set to none for random valid presets):

nature_preset none

Friendly Fire

Enable FF:

friendly_fire <true/false>

Melee "bounce" when FF is off:

friendly_fire_melee_bounce <true/false>

Reflect % of FF damage back to attacker:

damage_split 50

Frontlines

Domination time (Offensive):

frontline_offensive_domination_duration_seconds 120

Capture point override:

capture_point_override <objective> <num_respawns> <time_for_1_person_to_capture> <max_people_affecting_time>

Example:

capture_point_override A 150 30 1
capture_point_override B 175 30 1
capture_point_override C 350 60 2
capture_point_override D -1 90 3

Other Commands

Set whether muskets start with their bayonets attached or not on spawn:

start_bayonet_attached <true/false>

Restrict players to melee weapons only:

melee_weapons_only <true/false>

Allow players to enter spectate mode:

allow_spectating <true/false>

Set whether enemy players should still show their name tags:

show_enemy_player_name_tags <true/false>

Enable or disable use of the in-game admin console on this rotation (if disabled, admins can only use P menu actions):

admin_console_allowed <true/false>

Show a custom rule message to specific player classes at the start of the round. List the classes separated by commas, then a |, then the message:

server_round_rule <Class>,<Class>|<message>
server_round_rule Rifleman,Skirmisher|No firing until the first line clashes.

Admin Features

For any admin features, including all charge and fire out of line settings, you can find more details in the Admin Features page.

Automatic Console Commands

You can issue any RCON at rotation start to reset defaults, spawn bots, or stage scenarios.

Override Commands

Server administrators can craft RP scenarios: limits per class, spawn lists per point, starting equipment, racks, props, artillery, etc.

Land

Class Limit Override On Spawn Points

Tahir Desert Army Battlefield – 200 Carpenters vs 200 Riflemen
spawn_override <Spawn Point> <Class> <Class Limit>
  • <Spawn Point> = A/B/C… (see spawn menu)
  • Overwrites the classes available at that point.

Example (200 Carpenters vs 200 Riflemen):

# Override Commands
spawn_override A Carpenter 200
spawn_override B Rifleman 200

To add a class with a spawn limit to a spawn point while keeping the classes already available there (instead of overwriting them), use the inclusive variant:

spawn_inclusive_override <Spawn Point> <Class> <Class Limit>

Example:

spawn_inclusive_override A Carpenter 20

Spawn Overrides (Land)

objects_override spawnsection <Position> <Rotation> <ID>,<Spawn_Name>,<Category>,<Attacking|Defending|Neutral>,<SizeX>,<SizeY>

Categories: BaseSpawn, FortifiedPosition, OpenPlains, Farm, Field, Village, Camp, Lodge, Church, Ruins, Port, Ship.

Exclusive Modded Uniforms

Restrict specific factions to using only uniforms from the currently loaded mods.

exclusive_modded_uniforms british french

Starting Weapon Override

starting_weapons_selection_override <Faction> <Class> <MaxFirearms> <MaxMelee> <WeaponClass1>* <WeaponClass2>* <WeaponClass3>*

Multiple types in a slot: separate with commas.

Example:

# Override Commands
starting_weapons_selection_override British Grenadier 4 2 Rifle
starting_weapons_selection_override French  Grenadier 4 3 Rifle Pike,Spontoon,Sword Pistol

Starting Weapon Bayonet Override

starting_weapons_bayonet_enabled <Faction> <Class> <true/false>

Firearm Ammo Override

firearm_ammo_override <Faction> <Class> <Firearm> <StartingAmmo> <LoadedInBarrel> <MaxCarry>

Example:

# Override Commands
firearm_ammo_override British LightInfantry Musket_NewLandPatternBrownBess 2 0
firearm_ammo_override French  LightInfantry Musket_NewLandPatternBrownBess 0 1

Weapon Class Ammo Override

weapon_class_ammo_override <Faction> <Class> <WeaponClass> <StartingAmmo> <LoadedInBarrel> <MaxCarry>

Sapper Buildable Defences - Limits

sappers_buildlimit <EmplacementType> <attacking|defending> <Limit>

Example:

# Sapper Configuration Commands
sappers_buildlimit ExplosiveBarrel defending 0

Sapper Starting Materials

sappers_attacking_starting_materials <MaterialLimit>
sappers_defending_starting_materials <MaterialLimit>

Example:

# Sapper Configuration Commands
sappers_attacking_starting_materials 50
sappers_defending_starting_materials 200

Artillery Dynamic Spawn Sections

Artillery dynamic spawns are set up for official maps, mostly used to allow event hosts to remove specific artillery pieces in their config without having to use a spawnable object to "block" the piece. You can obtain the dynamic spawn IDs from the server log when the map loads. Section IDs always start from 0.

ArtilleryType Usage
FieldGun Spawns 9PDR
Howitzer Spawns Howitzer
RocketLauncher Spawns Rocket Launcher
Mortar Spawns Mortar
None Nothing spawns
Random Spawns random artillery piece. Pieces able to spawn are pre-set per spawn point by map developers.
RandomSymmetric Spawns random artillery piece; artillery spawn sections that share the same RandomSymmetric ID will spawn the same artillery piece.
artillery_spawn_override <slotId> <ArtilleryType>

Set whether dynamic artillery come with cannoneer spawn sections or not, and whether they should be locked to their owners or usable by anyone (Note: If disabled, you may want to use spawn overrides to add cannoneer slots to the HQ spawns, since they don’t come with cannoneer slots any more on default maps.)

artillery_spawn_sections_enabled <true/false>

Naval

For these commands, "FactionSide" needs to be set to either "Attacking", "Defending", or "Both".

Class Limit Override On Ships

ships_spawn_detail_override <ShipType> <FactionSide> <Class> <ClassLimit>

Example:

# Override Commands
ships_spawn_detail_override Frigate50gun Attacking Rifleman 200
ships_spawn_detail_override Frigate50gun Defending Rifleman 200

To add or change a single class limit on a ship without overwriting the other classes available on it, use the "modify" variant:

ships_spawn_detail_modify_override <ShipType> <FactionSide> <Class> <ClassLimit>

Example:

ships_spawn_detail_modify_override Frigate50gun Attacking Rifleman 50

Ship Spawning

Spawn ships with custom names and colors:

ships_spawn <ShipType> <Amount> <FactionSide> <shipVariationIndex> <shipNameIndex / shipNameOverride> <hullColor1Override> <hullColor2Override>

Custom ship names can include spaces by putting an underscore in place of each space.

Example:

# Override Commands
ships_spawn Frigate50gun 1 Attacking 0 The_Most_Amazing_Ship Black Green
ships_spawn Rocketboat 2 Defending 0 The_Sturdy_Rocketboat Black White

Set whether port spawners spawn gunboats instead of rowboats (default true):

gunboat_spawner_enabled <true/false>

Seconds before a destroyed ship respawns:

ships_respawn_timer <Seconds>

Rowboat spawner cooldown timers:

rowboat_cooldown_timer <Seconds>
rowboat_cooldown_while_sinking_timer <Seconds>

Health Override For Ships

Override the starting HP of each ship type:

ships_health_detail_override <ShipType> <FactionSide> <HP>

Example:

# Override Commands
ships_health_detail_override Frigate50gun Attacking 20000
ships_health_detail_override Frigate50gun Defending 70

Set whether ships inside the spawn area should be protected from enemy damage:

ship_spawn_protection <ShipType> <FactionSide> <woodResources> <metalResources>

Ship Resource Overrides

Set the starting amounts of wood resources and metal resources for each ship type:

ships_starting_resources_detail_override <ShipType> <FactionSide> <woodResources> <metalResources>

Set details about how much loot each ship type drops:

ships_resources_loot_detail_override <ShipType> <FactionSide> <percentStartingResourcesDroppedWhenCaptured> <percentResourcesLooted>

Parameter 1: You can change the percentage of starting resources a ship drops when captured. Parameter 2: You can set certain ship types to acquire fewer resources than other ships when looting the same crate.

Ship Stealing Overrides

Enable ship stealing globally:

ship_stealing <true/false>

Set whether capturing an enemy ship should instantly sink it or let it be controlled by the new faction:

sink_ships_on_capture <true/false>

Set whether players can still respawn on a ship that is currently being contested:

allow_respawn_on_contested_ships <true/false>

Set whether players from the new ship faction owner can start spawning after capturing a ship:

allow_spawn_on_captured_ships <true/false>

Override the score obtained when capturing a specific ship type:

ship_score_override <ShipType> <FactionSide> <score> <stealMultiplier>

Set the time required to capture a ship:

ship_steal_time_override <ShipType> <FactionSide> <seconds> 

Set the time required for rowboats to be auto destroyed when abondoned:

ship_auto_kill_override <ShipType> <FactionSide> <seconds> 

Ship Ramming Damage Overrides

Set whether ships should drop any resources at all when sunk:

ships_drop_resources_on_sink <true/false>

Override ramming damage details for each ship type:

ships_ramming_detail_override <ShipType> <FactionSide> <ramBaseDamage> <ramDamageReflectionPercent> <ramMinVelocity> <ramImpactSlowdownPercent>

Parameter 1: Base damage dealt when ramming. Parameter 2: Percentage damage that is reflected back to the ship when ramming. Parameter 3: Minimum velocity the ship needs to be travelling at to deal any ramming damage. Parameter 4: Percentage reduction in ship speed when ramming.

Ship Space Mode

ships_spacemode true

Wind

Set the starting wind direction. Provide a single direction, or several separated by spaces to pick one at random on map load:

wind_direction <Direction>
wind_direction North
wind_direction North East SouthWest

Valid directions: North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest.

Enable wind that changes direction on its own over time. Pass just true/false, or add four values for the random interval and transition ranges (seconds):

dynamic_wind <true/false>
dynamic_wind <true/false> <minInterval> <maxInterval> <minTransition> <maxTransition>
dynamic_wind true 30 90 5 15

Spawn Overrides (Naval)

objects_override shipspawnsection <Position> <Rotation>

Buffs & Traits

These override commands make use of the BuffPropertyType enum. A single buff or trait can have one, more than one, or none of these buff properties that you can override. You can typically tell which property types a buff or trait has by looking at its barracks description, or just its behaviour in-game. The full list of BuffPropertyType values can be found in this page: Server Configuration Enums. As an example, the SteadyAim buff can have these 2 buff property types overridden: Accuracy, CameraZoom

Class Traits

Each player class can have multiple traits that give the player some specific benefits. The values of these trait properties can be overridden with this command:

trait_property_override <Trait> <BuffPropertyType> <Value>

Buff Types

Buffs can be applied either through high command orders or through class specific abilities. You can override their property values via this command:

buff_property_override <BuffType> <BuffPropertyType> <Value>

High Command Orders

The cooldown duration of any high command order can be overridden via this command:

order_cooldown_override <HighCommandOrderType> <CooldownDuration>

Note that most orders and class abilities in the game have both a HighCommandOrderType and a BuffType. These can have different enum names for the same order or ability.

Festive Season Override

Festive seasonal events are usually active during specific periods of the year, but they can be overridden via this command:

festive_season_override <HoldfastSeason>

A value of 'None' will disable any festive seasonal objects.

Object Overrides

Objects can be added following Map Editing.

Map Voting

Basics

Global settings (not in a rotation):

map_voting_enabled true
map_voting_duration 15
map_voting_allow_same_map false
map_voting_history_count 3
map_voting_max_choices 3
map_voting_gameplay_modes ArmyBattlefield ArmyBattlefield ArmyConquest ArmySiege
map_voting_log_file_path logs_output/mapvotinglogs.txt

Help My Map Can't Be Voted For

Per-rotation flags (buckets by player count & mode). Set all to false to ignore; set all to true to allow regardless of count.

population_verylow_playable  <true/false>
population_low_playable      <true/false>
population_medium_playable   <true/false>
population_high_playable     <true/false>

Note: load order matters — put modded maps first in the mod load order.

Map Vote History by Population

map_voting_history_count_verylow 1
map_voting_history_count_low     2
map_voting_history_count_medium  4
map_voting_history_count_high    10

The map-voting history normally stops recently-played maps from reappearing in votes. You can use this command to exclude specific game modes from the history, so maps of those modes can be voted for again without waiting:

exclude_from_map_voting_history <GameMode> <GameMode> ...

Can I Manually Trigger Map Voting?

Not directly. Workaround: end the round via a win-condition object or the dynamic win-condition flag.

Including a "Random" Option

map_voting_include_random_choice <true/false>

Workshop Mods

For creators, see Script Modding Guide.

Install Mods

Global (not in a rotation):

mods_installed_server_only <steamid>
mods_installed <steamid>

Per-rotation (requires the SteamID to be installed on server):

load_mod <steamid>              # loads on client and server
load_mod_client_only <steamid>  # loads only on clients
load_mod_server_only <steamid>  # loads only on server

Mod Variables

mod_variable <string>        # global; not in a rotation
mod_variable_local <string>  # only for the rotation it's in

Discord Admin Webhook Logger

Basics

Enable Discord developer mode (Settings → Advanced). Warnings show admin PMs, slays, kicks, revives, slaps. Banmutes log config-writing actions (kicks, VOIP/text mutes, VOIP spammer).

discord_webhook_warning_tag_admin <@!ID> | <@!ID>
discord_webhook_warning_id <webhookID>
discord_webhook_warning_token <webhookToken>

discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
discord_webhook_banmute_id <webhookID>
discord_webhook_banmute_token <webhookToken>

How To Set Up

  • Put these in the global settings area (not inside a rotation).
  • Create two webhooks in Discord (one for warnings, one for ban/mute).
  • Click Copy Webhook URL and open it; extract the id and token and paste into the *_id/*_token settings.
  • _tag_admin lets you prefix text or pings. To ping a user, enable Dev Mode, right-click → Copy ID and use <@!USERID>.

If configured correctly, each admin action posts:

  • Action performed
  • Title from _tag_admin
  • Admin (linked to Steam)
  • Target user (linked to Steam)
  • Server name
  • Reason
  • Date/time
Where to create webhooks
Where to find the id and token
Discord admin webhook example