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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>[[#frontlines-commands|Frontlines Commands]]</div>
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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. 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;</pre>
Example:
<pre class="hf-code">import monday-shared/header-shared</pre>
In this example, <code>monday-shared</code> is the folder and <code>header-shared</code> is the imported file/command name.
'''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
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
!map_rotation end</pre>
}}
}}


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officers_spawn_mounted</pre>
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.
=== Spawn Settings ===
Spawn wave timers (defaults shown). ''vehicle'' = Cavalry; ''dynamic'' = Frontlines tables:
Spawn wave timers (defaults shown). ''vehicle'' = Cavalry; ''dynamic'' = Frontlines tables:
<pre class="hf-code">wave_spawn_time_seconds 10
<pre class="hf-code">wave_spawn_time_seconds 10
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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 ===
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<pre class="hf-code">class_system_orders &lt;true/false&gt;</pre>
<pre class="hf-code">class_system_orders &lt;true/false&gt;</pre>


Enable/disable squad camp system (tent in NaW, table in Frontlines):
Enable/disable reinforcement system (flag in NaW, table in Frontlines):
<pre class="hf-code">class_system_orders_reinforce &lt;true/false&gt;</pre>
<pre class="hf-code">class_system_orders_reinforce &lt;true/false&gt;</pre>


Spawn limit on placed squad camp (set to -1 on Frontlines):
Reinforcement cooldown (seconds):
<pre class="hf-code">class_system_orders_reinforce_cooldown 240</pre>
 
Spawn limit on placed flag (set to -1 on Frontlines):
<pre class="hf-code">class_system_orders_reinforce_limit 25</pre>
<pre class="hf-code">class_system_orders_reinforce_limit 25</pre>


Enable/disable hoist flag order in naval:
Cooldowns (seconds):
<pre class="hf-code">hoist_flag_order_enabled &lt;true/false&gt;</pre>
<pre class="hf-code">class_system_orders_reinforce_cooldown
 
class_system_orders_charge_cooldown
=== Abilities ===
class_system_orders_formline_cooldown
Enable/disable throwable grenade abilities for grenadiers and carpenters:
class_system_orders_breakrankandfollow_cooldown
<pre class="hf-code">grenade_abilities_enabled &lt;true/false&gt;</pre>
class_system_orders_fireatwill_cooldown
 
class_system_orders_makeready_cooldown
Enable/disable grenade damage on artillery pieces:
class_system_orders_fireorder_cooldown
<pre class="hf-code">grenades_damage_artillery &lt;true/false&gt;</pre>
class_system_orders_ceasefire_cooldown
class_system_orders_sergeantformline_cooldown
class_system_orders_sergeantrally_cooldown
class_system_orders_sergeantfireatwill_cooldown
class_system_orders_sergeantfireorder_cooldown
class_system_orders_sergeantceasefire_cooldown
class_system_orders_sergeantmakeready_cooldown
class_system_orders_sergeantbreakrankandfollow_cooldown</pre>


=== Conquest Config ===
=== Conquest Config ===
(Also applies to '''Offensive''' in Frontlines and American Revolution.)
(Also applies to Frontlines '''Offensive'''.)
<pre class="hf-code">conquest_tick_reward 3
<pre class="hf-code">conquest_tick_reward 3
conquest_ticker_time_seconds 1
conquest_ticker_time_seconds 1
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capture_point_override C 350 60 2
capture_point_override C 350 60 2
capture_point_override D -1 90 3</pre>
capture_point_override D -1 90 3</pre>
=== Other Commands ===
Set whether muskets start with their bayonets attached or not on spawn:
<pre class="hf-code">start_bayonet_attached &lt;true/false&gt;</pre>
Set whether enemy players should still show their name tags:
<pre class="hf-code">show_enemy_player_name_tags &lt;true/false&gt;</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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=== Naval ===
=== Naval ===
For these commands, "FactionSide" needs to be set to either "Attacking", "Defending", or "Both".


==== Class Limit Override On Ships ====
==== Class Limit Override On Ships ====
<pre class="hf-code">ships_spawn_detail_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;Class&gt; &lt;ClassLimit&gt;</pre>
<pre class="hf-code">ships_spawn_detail_override &lt;ShipType&gt; &lt;Faction&gt; &lt;Class&gt; &lt;ClassLimit&gt;</pre>


Example:
Example:
<pre class="hf-code"># Override Commands
<pre class="hf-code"># Override Commands
ships_spawn_detail_override Frigate50gun Attacking Rifleman 200
ships_spawn_detail_override Frigate50gun British Rifleman 200
ships_spawn_detail_override Frigate50gun Defending Rifleman 200</pre>
ships_spawn_detail_override Frigate50gun French  Rifleman 200</pre>


==== Ship Spawning ====
==== Ship Spawning & Custom Ship Presets ====
Spawn ships with custom names and colors:
Set <code>ships_preset 37</code> first, then:
<pre class="hf-code">ships_spawn &lt;ShipType&gt; &lt;Amount&gt; &lt;FactionSide&gt; &lt;shipVariationIndex&gt; &lt;shipNameIndex / shipNameOverride&gt; &lt;hullColor1Override&gt; &lt;hullColor2Override&gt;</pre>
<pre class="hf-code">ships_spawn &lt;ShipType&gt; &lt;Amount&gt; &lt;Faction&gt; &lt;Color&gt; &lt;ShipName&gt;</pre>
 
Custom ship names can include spaces by putting an underscore in place of each space.


Example:
Example:
<pre class="hf-code"># Override Commands
<pre class="hf-code"># Override Commands
ships_spawn Frigate50gun 1 Attacking 0 The_Most_Amazing_Ship Black Green
ships_preset 37
ships_spawn Rocketboat 2 Defending 0 The_Sturdy_Rocketboat Black White</pre>
ships_spawn Frigate50gun 1 British 0
ships_spawn Rocketboat 10 French 4</pre>


Set whether port spawners spawn gunboats instead of rowboats (default true):
==== Health Override For Ships ====
<pre class="hf-code">gunboat_spawner_enabled &lt;true/false&gt;</pre>
<pre class="hf-code">ships_health_detail_override &lt;ShipType&gt; &lt;Faction&gt; &lt;HP&gt;</pre>


==== Health Override For Ships ====
Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500.
Override the starting HP of each ship type:
<pre class="hf-code">ships_health_detail_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;HP&gt;</pre>


Example:
Example:
<pre class="hf-code"># Override Commands
<pre class="hf-code"># Override Commands
ships_health_detail_override Frigate50gun Attacking 20000
ships_health_detail_override Frigate50gun British 20000
ships_health_detail_override Frigate50gun Defending 70</pre>
ships_health_detail_override Frigate50gun French 70</pre>
 
Set whether ships inside the spawn area should be protected from enemy damage:
<pre class="hf-code">ship_spawn_protection &lt;ShipType&gt; &lt;FactionSide&gt; &lt;woodResources&gt; &lt;metalResources&gt;</pre>
 
==== Ship Resource Overrides ====
Set the starting amounts of wood resources and metal resources for each ship type:
<pre class="hf-code">ships_starting_resources_detail_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;woodResources&gt; &lt;metalResources&gt;</pre>
 
Set details about how much loot each ship type drops:
<pre class="hf-code">ships_resources_loot_detail_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;percentStartingResourcesDroppedWhenCaptured&gt; &lt;percentResourcesLooted&gt;</pre>
 
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:
<pre class="hf-code">ship_stealing &lt;true/false&gt;</pre>
 
Set whether capturing an enemy ship should instantly sink it or let it be controlled by the new faction:
<pre class="hf-code">sink_ships_on_capture &lt;true/false&gt;</pre>
 
Set whether players can still respawn on a ship that is currently being contested:
<pre class="hf-code">allow_respawn_on_contested_ships &lt;true/false&gt;</pre>
 
Set whether players from the new ship faction owner can start spawning after capturing a ship:
<pre class="hf-code">allow_spawn_on_captured_ships &lt;true/false&gt;</pre>
 
Override the score obtained when capturing a specific ship type:
<pre class="hf-code">ship_score_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;score&gt; &lt;stealMultiplier&gt;</pre>
 
Set the time required to capture a ship:
<pre class="hf-code">ship_steal_time_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;seconds&gt; </pre>
 
Set the time required for rowboats to be auto destroyed when abondoned:
<pre class="hf-code">ship_auto_kill_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;seconds&gt; </pre>
 
==== Ship Ramming Damage Overrides ====
Set whether ships should drop any resources at all when sunk:
<pre class="hf-code">ships_drop_resources_on_sink &lt;true/false&gt;</pre>
 
Override ramming damage details for each ship type:
<pre class="hf-code">ships_ramming_detail_override &lt;ShipType&gt; &lt;FactionSide&gt; &lt;ramBaseDamage&gt; &lt;ramDamageReflectionPercent&gt; &lt;ramMinVelocity&gt; &lt;ramImpactSlowdownPercent&gt;</pre>
 
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 Spacemode ====
==== Ship Spacemode ====
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<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>


=== Buffs & Traits ===
=== Object Override ===
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]].
}}
}}

Revision as of 17:30, 3 July 2026

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. This is useful when several configs share the same header, admin settings, map voting setup, or repeated rotation settings.

import <folder>/<file>

Example:

import monday-shared/header-shared

In this example, monday-shared is the folder and header-shared is the imported file/command name.

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

server_name Monday Event Server
server_region europe

Rotation example:

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

Artillery respawn (seconds, defaults are 120s):

artillery_fieldgun_respawn_timer 120
artillery_rocketlauncher_respawn_timer 120

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.

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>

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

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 Specific Commands

Example frontlines config

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
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_discrepancy_amount
max_accumulated_faction_points
ships_preset
faction_attacking
faction_defending
max_tickets
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

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

Maps

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

Officer Orders

Enable/disable officer orders system:

class_system_orders <true/false>

Enable/disable reinforcement system (flag in NaW, table in Frontlines):

class_system_orders_reinforce <true/false>

Reinforcement cooldown (seconds):

class_system_orders_reinforce_cooldown 240

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

class_system_orders_reinforce_limit 25

Cooldowns (seconds):

class_system_orders_reinforce_cooldown
class_system_orders_charge_cooldown
class_system_orders_formline_cooldown
class_system_orders_breakrankandfollow_cooldown
class_system_orders_fireatwill_cooldown
class_system_orders_makeready_cooldown
class_system_orders_fireorder_cooldown
class_system_orders_ceasefire_cooldown
class_system_orders_sergeantformline_cooldown
class_system_orders_sergeantrally_cooldown
class_system_orders_sergeantfireatwill_cooldown
class_system_orders_sergeantfireorder_cooldown
class_system_orders_sergeantceasefire_cooldown
class_system_orders_sergeantmakeready_cooldown
class_system_orders_sergeantbreakrankandfollow_cooldown

Conquest Config

(Also applies to Frontlines Offensive.)

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

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

exclusive_modded_uniforms — restrict to mod uniforms:

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

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.

Naval

Class Limit Override On Ships

ships_spawn_detail_override <ShipType> <Faction> <Class> <ClassLimit>

Example:

# Override Commands
ships_spawn_detail_override Frigate50gun British Rifleman 200
ships_spawn_detail_override Frigate50gun French  Rifleman 200

Ship Spawning & Custom Ship Presets

Set ships_preset 37 first, then:

ships_spawn <ShipType> <Amount> <Faction> <Color> <ShipName>

Example:

# Override Commands
ships_preset 37
ships_spawn Frigate50gun 1 British 0
ships_spawn Rocketboat 10 French 4

Health Override For Ships

ships_health_detail_override <ShipType> <Faction> <HP>

Defaults: Frigate 5500; 12GunBrigg 3000; 8GunSchooner 2000; 2GunSchooner 1250; Gunboat 500; Rocketboat 500.

Example:

# Override Commands
ships_health_detail_override Frigate50gun British 20000
ships_health_detail_override Frigate50gun French 70

Ship Spacemode

ships_spacemode true

Spawn Overrides (Naval)

objects_override shipspawnsection <Position> <Rotation>

Object Override

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

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