Creating/Managing a CoD Server.. 8
How to Start/Create/Setup a CoD Gaming
Server 8
Setting up a Dedicated Windows
Server 8
Setting up a Dedicated Linux
Server 8
Default Method – Call of
Duty/Main. 9
True Mod Method – Call of Duty/<FOLDER
NAME>. 9
Obtaining The Map Code Name & Supported
Game Type(s) 10
Adding the Map to Your Server’s
Rotation. 11
Entering the RCON Password.. 12
Using rconpassword to execute server
commands. 12
Entering rconpassword once to execute server
commands. 12
Creating a CoD Shortcut to join our server
& easily execute server commands 13
Creating a autoexec_mp.cfg file & adding
startup settings. 13
General Commands & Settings. 14
Obtaining a current status of the
server 14
Enabling/Disabling Kill Cam.. 15
Adding/Removing Team Damage. 15
Enabling/Disabling Team Icons
(DrawFriend) 16
Enabling/Disabling Freelook. 16
Enabling/Disabling Enemy Spectate. 16
Enabling/Disabling Team Balance. 17
Enabling/Disabling Shell Shock (United
Offensive Only) 17
Enabling/Disabling Health Pack Drop (United
Offensive Only) 18
Restarting the current map. 18
Permanently Banning Players. 20
Temporarily Banning Players. 20
Weapon Management Settings. 21
Rocket (Panzerfaust & Bazooka)
Control 25
Explosives Control (Grenades & Satchel –
United Offensive Only) 25
Vehicle Management Settings (United Offensive
Only) 26
Download Management – Custom
Maps/Mods. 28
Allowing/Disallowing Auto Downloads Server
Side. 28
Allowing/Disallowing Auto Downloads Client
Side. 29
Marking Custom Server Files to Prevent
Downloading ( United Offensive Only) 29
Downloading via HTTP Redirect ( United
Offensive Only ) 30
Voting in CoD & United
Offensive. 30
Controlling Voting Options (Menu &
Console) 31
Enabling/Disabling Voting via the
Console. 31
Enabling/Disabling Voting via the
Menu. 31
Kick Players Control – United Offensive
Only. 31
Temporarily Ban Players Control – United
Offensive Only. 32
Change Game Type Control – United Offensive
Only. 33
Change Map Control – United Offensive
Only. 33
Rotating Map Control – United Offensive
Only. 33
Restarting Current Map Control – United
Offensive Only. 34
Game Types & Available
Settings. 34
Behind Enemy Lines Settings. 36
Base Assault Settings – United Offensive
Only. 37
Capture the Flag Settings – United Offensive
Only. 37
Domination Settings – United Offensive
Only. 38
Manually Changing Server Game
Types. 40
Available Game Types, Codes, and Game
Association. 40
Setting Game Type to Death Match. 41
Setting Game Type to Team Death
Match. 41
Setting Game Type to Behind Enemy
Lines. 41
Setting Game Type to Retrieval 41
Setting Game Type to Search &
Destroy. 42
Setting Game Type to HeadQuarters. 42
Setting Game Type to Base Assault 42
Setting Game Type to Capture the
Flag. 42
Setting Game Type to Domination. 43
GameType & Version
Compatibility. 43
HeadQuarters Map List Example. 45
Search & Destroy Map List
Example. 45
Retrieval Map List Example. 45
Team Death Match Map List Example. 46
Death Match Map List Example. 46
Behind Enemy Lines Map List
Example. 47
Base Assault Map List Example. 47
Capture the Flag Map List Example. 47
Domination Map List Example. 48
Mixed Game Type Map List Example. 48
Forcing Screenshots via
PunkBuster 49
Kicking Players via PunkBuster 50
Banning Players via PunkBuster 50
PowerServer Plugin Commands. 54
Turn Payers Into Cows Until they
Die. 54
Force Players To Drop ALL Their
Weapons. 55
PAM Commands – CoDaMized Version
ONLY.. 56
Enabling PAM 1.05A (final candidate) and
setting to league modes. 56
Enabling PAM 1.05 Beta2 and setting to league
modes. 57
Enabling PAM 1.04b and setting to league
modes. 57
Disabling PAM and returning control back to
CoDaM... 57
Match Procedure With CoDaMized
PAM... 57
Below is a list of several links to varying places that provide great help for administering servers, using mods, and basic game information as it pertains to CoD and PAM itself.
Site
Name |
Site
Link |
Site
Description |
Team Warfare Gaming
League |
Team Warfare, TWL, is a gaming league truly designed for the gaming community. Containing Ladder and League competition for hundreds of games, TWL truly provides its community with whatever they desire. If you haven’t done so already, stop by and sign up today! | |
Call of
Duty: PAM Admin Training
Guide |
Designed by me, the PAM Training/Reference Guide is a simple web document to help new and even senior server admins administer their server(s) with the Project Areas Mod (PAM). It details everything you need to know about PAM and how to use it. COMING SOON: Support for United Offensive. | |
OldDog’s
Firewall/Router Guide |
This site attempts to provide some basics of firewalls, routers, IP addressing, and how to get your CoD Server up and visible to the Internet. | |
OldDog’s Dedicated
Linux Server Setup Guide |
This is perhaps the MOST inclusive Linux server setup guide I
have ever seen. If you want to know everything about setting up a Linux
server, this is definitely your guide! | |
BOS Brian’s Dedicated
Windows Server Setup Guide |
This is perhaps the MOST inclusive server setup guide I have
ever seen. If you want to know everything about setting up a server, this
is definitely your guide! | |
Garet’s Gaming
Garage |
Your one stop location to anything and everything PAM and CoDTV related. All PAM downloads and support is done via here – though I co-host downloads as well. | |
CoDaDmin.com |
Everything you every wanted and or needed to know about server administration can be found here (including MOD and 3rd party program support) | |
CoDaM |
CoDaM is a Server Administration and Mod integration support/control mod. It provides much greater control and flexibility over your server, all in an effort to provide more fun for you and your patrons. | |
PunksBusted.com |
PunksBusted.com is your one stop PunkBuster information resource. Any help you need with PunkBuster can easily be found here. They also have many admin tools, such as AliasFinder, Auto-MBL for members, and the almighty Master Ban List. If you haven’t been there yet, go now and catch those cheaters. | |
IWNation.com |
IWNation.com is a wonderful CoD resource dedicated to helping almost every aspect of the CoD and its community. Definitely a place to visit should you encounter CoD problems. | |
PunkBuster Commands
& Settings Documentation for Clients |
http://www.evenbalance.com/publications/cod-ad/index.htm#commands |
This is the Server Admins Commands and Settings information page for PunkBuster – created by EvenBalance. It details all the PunkBuster commands and settings available to Server Administrators. |
PunkBuster Commands
& Settings Documentation for Server
Administrators |
This is the Client Side Commands and Settings information page for PunkBuster – created by EvenBalance. It details all the PunkBuster commands and settings available solely to the client (i.e. non server side) | |
EvenBalance –
PunkBuster |
EvenBalance main site. EB are the authors of
the most renowned anti-cheat program available today,
PunkBuster. | |
Want your site linked in here? Simply use the above contact info and email me with a name, link, and description. Please note, however, that only sites designed to provide help/information to the CoD gaming community will be added (i.e. clan sites do not count) |
While the focus and main purpose of this document is to provide control information via RCON for already established servers, the simple fact is that people also want to know how to set them up as well as manage them after the fact. Therefore, as such information is passed on to me, I will simply add to this document. Please note that it is not necessarily me writing the information, I sometimes simply act as a middleman, passing on what someone else documents. For further information or questions regarding server setup, simply visit the CoD General Server Support forum over at http://www.codadmin.com/.
The below information is designed to help you through the process of setting up your own CoD server, whether it be a Windows machine or a Linux machine.
All information pertaining to setting up a Windows server can be found here: http://67.18.70.14/Brian/CoD_Install.pdf
All information pertaining to setting up a Linux server can be found here: http://www.codboards.com/index.php?showtopic=833
Part of managing a CoD server, or any server for that matter,
involves basic maintenance and certainly upgrades (i.e. addition of custom maps
or other mods). While I will not go
into specifics about certain mods, they have their own documentation; I will
cover the basics as to what’s involved in installing such files, including the
two methods by which installation can be accomplished. For custom maps, however,
I will be able to describe, in greater detail, the extra steps required after
installing the pk3 files themselves and as such is in its own section - Installing
Custom Maps.
Installing mods on the server can be accomplished in one of two methods: 1) The “default”, or old fashioned, method by installing all the files into the Call of Duty/MAIN folder; or 2) The “True Mod” method which entails installing the mod and all files into its own folder. There are pros and cons to both options. The “default” method is much simpler from an installation perspective, but can become difficult to manage the more mods you install. The “True Mod” method, while a little more complicated and work intensive, provides a slightly neater way for installation. Below is a instructional on both methods, simply choose the one that: 1) best suits the mod(s) you’re installing; and 2) is the easiest for you to use and maintain.
NOTE: As mentioned, each mod may have it’s own installation methods. The above is simply a basic generalization of how most mods, may be installed.
NOTE: As mentioned, each mod may have it’s own installation methods. The above is simply a basic generalization of how most mods, may be installed.
Installing Custom Maps is essentially the
same as installing almost any mod…in how it’s actually installed on the server
anyways. Like many custom mods, however, there are extra steps required in order
to be able to benefit/use these custom maps (i.e. load them to play). The below
section describes these extra steps to help you understand exactly what it is
you have to do. As for the map file installation, again because the process of
installing files is the same, rather then my reinventing the wheel and
copying/pasting the above, I’m simply going to link you to it: Installing Custom Mods.
Again, as stated, installing the files themselves is exactly the same, it’s only
what you do afterwards that changes where custom maps are concerned (i.e.
possible edits to your server configs map rotation(s)).
The map code name is the actual code used by CoD to load the map. If you look at your existing rotation or stock maps, you will see they all start with “mp_” (i.e. mp_rocket, mp_carentan, mp_dawnville, etc.). These code names are absolutely required in order to load any and all maps. Without it, the map will not load and your server will either crash, ignore the unknown map code, or revert to the game’s default game type and current map rotation (this is a common one when the server doesn’t recognize something). With custom maps name conventions, it really depends on the map author as to what the code name used. There are actually several methods you can use to obtain the map code, but there’s only one way that provides the ability to both obtain the code name and the supported game types:
NOTE: Most custom maps mention the map code name and supported game types in their Readme.txt files so be sure to check there first; might save you a few minutes. Also note that if you have a lot of custom file installed, I suggest temporarily moving them to a different folder and then installing your new map, it will make it much easier for you to start a new server as well as find your map in the list.
Now that you know the map code name, you can, if desired, add it to your servers map rotation. Alternatively, you can create a separate config file (.cfg) and make a new rotation that solely uses your custom maps or has a mix of maps that include custom ones. For more information on creating multiple rotation configs, please review the Defining Map Rotations section, it will describe how you can create different rotations. If, however, you simply wish to add the custom map to your main rotation, the below steps show you how to do that very thing:
1. Create an FTP connection to your game server (your web browser may be used but I suggest you use ws_ftp, cuteftp, leapftp, etc. – www.downloads.com has them all)
2. Using your FTP connection, browse to your servers Call of Duty/MAIN folder (for some linux installations, .callofduty. is used instead)
3. Download a copy of your servers main config file (could be named dedicated.cfg, server.cfg, codserver.cfg, etc.)
4. Open the file in Notepad (or WordPad if the formatting appears screwed up)
5. Look for sv_MapRotation
6. Add the game type (gametype), map command (map), and actual map code to your rotation where ever you wish the map to load (i.e. gametype sd map mp_stanjel, gametype tdm map second_coming, etc.)
7. Save the changes to your file and using your FTP connection, upload and replace the existing server config file (make sure you have a backup to revert to in case you make a mistake)
8. Upload your custom map pk3 file(s) to the same location
9. Restart your server so the map pk3 is loaded and the new rotation is in effect
Now that have the map installed on both your server and your own system, it’s time to actually play the map. Loading a custom map is exactly the same as loading any map in CoD. So, simply use the code name obtained above and the methods described in the Changing Maps section to load your custom map(s). If the map doesn’t load, then you either typed the code name wrong or wrote it down wrong. If that’s the case, start from the beginning above, minus uploading the map that is, you already did that, and make sure you have the correct map code name.
Luckily, uninstalling mods is much simpler them removing them; all you need to know is where you installed them and what their names are. Below are the steps you need to follow to remove mods, including custom maps, from your server.
NOTE: If you’re removing custom maps, make sure you edit your server config and remove the map entry from your rotation or your custom map configs rotation.
First off, whenever attempting to use a command against the server, you must precede it with /rcon and then use one of the following 3 methods:
Use the password every time you issue a command, taking care to ensure you place the password within double quotes. Please note that this method is lengthy and problematic as you can accidentally forget to type the slash (/) or even forget to lower the console; resulting in displaying the rcon password to everyone on the server. As such, I do NOT recommend using this method:
Example: /rcon <rconpassword> <then your command>
/rcon status
/rcon map mp_brecourt
After joining your server, or the first time you wish to execute a RCON command, type /rconpassword “whatever your password is”. Using this method will ensure that so long as you remain in Call of Duty, your rconpassword will be set and all you would need to do is simply issue /rcon <then your command>; there is no need to continually type the rconpassword.
Example: /rconpassword “myrcon21”
/rcon status
/rcon map_rotate
Creating a CoD shortcut, placing the rconpassword and whatever else you wish in the shortcut itself, will allow you to easily and quickly join our server, as well as be able to immediately execute RCON commands, without having to enter the rconpassword. Below are the instructions for creating a CoD shortcut:
1) Go to your CoD folder, where the game exe files are located
2) Right click on CoDMP.exe and select "Create Shortcut"
3) Rename the shortcut to something like "My Clan Server"
4) Right click on the shortcut and select the Properties option
5) Click on the Shortcut tab, click inside the Target field and press the [END] key
6) Add the following information AFTER the game path (i.e. "C:\Program Files\Call of Duty\CoDMP.exe" – note that this is completely unique to where you installed the game so your path may be different):
+connect <server IP> +rconpassword “<whatever your rconpassword is>”
7) Click the OK button
8) Move the shortcut to your Desktop (or wherever you want it) or if you use XP, right click on it and select Pin to Start Menu. Simply select/double click on the shortcut when you wish to join your server
NOTE: There MUST be a space between the end quote of the game path and the +connect line.
This way, once you are in the server, all you have to do is type /rcon and then the command.
Example:
/rcon
status
/rcon map_rotate
NOTE: For the remainder of this document, I will use the method whereby you have already entered the rconpassword, via one of the above methods. I prefer having the rconpassword already defined so you do not have to type it out every time you wish to execute a server command; that and it’s much safer!
By creating an autoexec_mp.cfg file and placing it in your Call of Duty/MAIN folder, you can have several settings executed every time to start Call of Duty Multiplayer. This can be useful for many things, particularly for adding your servers rconpassword. The below steps are instructions as to how to create this file and how to add the rconpassword to it:
1) Go to your Call of Duty/MAIN folder,
2) Right click on some white space and select "New >> Text Document"
3) Name the file “autoexec_mp.cfg" (MUST be named exactly as this)
4) Open the file in Notepad
5) Add the following line:
rconpassword ”<whatever your rcon password is>”
6) Close and save the file; join your server and you should be able to issue RCON commands right away (i.e. /rcon status)
Speaking with the console is pretty much the same as if you were speaking; only you have to type the command to talk. The actual command to speak to everyone on the server is say. You could place whatever you wish to say in double quotes but it's not necessary.
Example:
/rcon
say Hello everyone, how are you?
/rcon say "Hello everyone, how are you?"
/rcon say Server is going Retrieval next round
/rcon say “Server is going Retrieval next round”
The above examples will be displayed on the screen as:
Console: Hello everyone, how are you?
Console: Server is going Retrieval next round
Status displays a list of the people currently connected to the server, whether they're playing or spectators. It works as follows:
Example: /rcon status
The following is then displayed in your console:
Client
ID |
Score |
Ping |
GUID |
Player
Name |
IP
Address |
0 |
23 |
45 |
100000 |
{PJG} Anex |
165.56.24.45 |
1 |
13 |
65 |
100001 |
{PJG} Stalker |
65.45.24.57 |
2 |
33 |
51 |
100002 |
{PJG} Dagfoo |
65.56.21.35 |
3 |
25 |
30 |
100003 |
You Suck! |
125.54.85.21 |
4 |
21 |
32 |
100004 |
{PJG} mx333 |
24.56.42.51 |
5 |
12 |
100 |
100005 |
{PJG} SmattBMR |
161.61.41.56 |
To enable/disable the killcam, being able to review your death from the other players perspective, you would use scr_killcam. By setting the variable to a value of 0 (off) or 1 (on), you enable/disable the feature.
set scr_killcam "1" (Turns Kill Cam on)
set scr_killcam "0" (Turns Kill Cam off)
/rcon scr_killcam "1" (Turns Kill Cam on)
/rcon scr_killcam "0" (Turns Kill Cam off)
To add/remove team damage (a.k.a Friendly Fire or FF), you would use the command variable scr_friendlyfire. By setting the variable to a value of 0 (team damage off), 1 (team damage on), 2 (Reflective damage), or 3 (Shared damage – both the shooter and team member being shot receive damage), you control the type of team damage used, if used at all.
set scr_friendlyfire "0" (Turns off team damage)
set scr_friendlyfire "1" (Turns on team damage)
set scr_friendlyfire "2" (Turns on reflective damage)
set scr_friendlyfire "3" (Turns on shared damage)
/rcon scr_friendlyfire "0" (Turns off team damage)
/rcon scr_friendlyfire "1" (Turns on team damage)
/rcon scr_friendlyfire "2" (Turns on reflective damage)
/rcon scr_friendlyfire "3" (Turns on shared damage)
NOTE: Setting team damage on or off immediately affects the game play; it does not require a map change or restart.
To enable/disable the team icons, being you use scr_drawfriend. By setting the variable to a value of 0 (off) or 1 (on), you enable/disable the feature.
set scr_drawfriend "1" (Shows Team Icons)
set scr_drawfriend "0" (Doesn’t Show Team Icons)
/rcon scr_drawfriend 1 (Shows Team Icons – may require map restart)
/rcon scr_drawfriend 0 (Doesn’t Show Team Icons – may require map restart)
To enable/disable freelook, being able to freely move around the map when dead or as a spectator, you use scr_freelook. By setting the variable to a value of 0 (off) or 1 (on), you enable/disable the feature.
set scr_freelook "1" (Turns Free Look on)
set scr_freelook "0" (Turns Free Look off)
/rcon scr_freelook "1" (Turns Free Look on)
/rcon scr_freelook "0" (Turns Free Look off)
To enable/disable enemy spectate, being able to spectate the other team when dead or as a spectator, you use scr_specateenemy. By setting the variable to a value of 0 (off) or 1 (on), you enable/disable the feature.
set scr_spectateenemy "1" (Turns enemy spectate on)
set scr_spectateenemy "0" (Turns enemy spectate off)
/rcon scr_spectateenemy "1" (Turns enemy spectate on)
/rcon scr_spectateenemy "0" (Turns enemy spectate off)
With the release of the 1.3 patch, this feature has changed somewhat from it’s previous usage. The command cvar is still the same, but how it’s used has been altered and improved. To enable/disable Team Balance, having the server check teams and balance them at the end of each round, you use scr_teambalance. To disable the feature, you would simply set the variable to a value of 0 (off). However, by setting the variable to a value of 1 or greater, you enable the feature, which will then balance the teams to that to within that number. For example, setting the variable to a value of 1 will have the server keep teams balanced to within a 1 player differential (i.e. 8 vs 9 would be ok but 8 vs 10 would not); setting it to a value of 2 would mean teams would be balanced to within a 2 player differential (i.e. 8 vs 10 would be ok but 8 vs 11 would not).
set scr_teambalance "0" (Turns Team Balance off)
set scr_teambalance "1" (Team Balance to within 1 player)
set scr_teambalance "2" (Team Balance to within 2 players)
set scr_teambalance "3" (Team Balance to within 3 player)
/rcon scr_teambalance "0" (Turns Team Balance off)
/rcon scr_teambalance "1" (Team Balance to within 1 player)
/rcon scr_teambalance "2" (Team Balance to within 2 players)
/rcon scr_teambalance "3" (Team Balance to within 3 player)
Shell Shock, added in the United Offensive Expansion Pack, is an effect that occurs when a player is hit by friendly/enemy fire and or near explosions. The severity of the effect depends on the proximity to explosions, and or the amount of damage received.
set scr_shellshock 1 (Turns Shell Shock On)
set scr_shellshock 0 (Turns Shell Shock Off)
/rcon scr_shellshock 1 (Turns Team Balance on)
/rcon scr_shellshock 0 (Turns Team Balance off)
Added in the United Offensive Expansion Pack, Health Pack Drop is an option you can set on your server whereby when a player dies, they drop a health pack. It adds a new dynamic to game play, similar to what was available in the Medal of Honor series.
set scr_drophealth 1 (Enables dropping of Health Packs)
set scr_drophealth 0 (Disables dropping of Health Packs)
/rcon scr_drophealth 1 (Enables dropping of Health Packs)
/rcon scr_drophealth 0 (Disables dropping of Health Packs)
To restart the current map, you would make use of the command map_restart. This will reset the map to the specified timelimit and or scorelimit, as well as reset each teams/player’s individual scores.
Example:
/rcon
map_restart
To rotate to the next map, you would make use of the command map_rotate. This will end the current map and load the next map in rotation (sv_maprotationcurrent). If you add this at the end of your server config, after the sv_maprotation, it will result in the first map in your rotation to be loaded.
Example:
/rcon
map_rotate
There are a few ways in which to kick players, but I'm only going to cover the easiest and best way to do so. It involves using the status and clientkick commands. I prefer using this method of kicking as it prevents you from having to type out a player’s name, which can be lengthy and difficult depending on the complexity of the name. In addition, the player could also change his/her name in mid command and then you'd be forced to re-type the new name. In other words, use the below described method.
Status displays a list of the people currently connected to the server, whether they're playing or spectators. It works as follows:
Example: /rcon status
The following is then displayed in your console:
Client
ID |
Score |
Ping |
GUID |
Player
Name |
IP
Address |
0 |
23 |
45 |
100000 |
{PJG} Anex |
165.56.24.45 |
1 |
13 |
65 |
100001 |
{PJG} Stalker |
65.45.24.57 |
2 |
33 |
51 |
100002 |
{PJG} Dagfoo |
65.56.21.35 |
3 |
25 |
30 |
100003 |
You Suck! |
125.54.85.21 |
4 |
21 |
32 |
100004 |
{PJG} mx333 |
24.56.42.51 |
5 |
12 |
100 |
100005 |
{PJG} SmattBMR |
161.61.41.56 |
Once this is displayed, you simply find the player you wish to kick from the server and note their Client ID. You then use the command, clientkick, with the ID of the person, to boot them from the server. For this example, we will kick client #3 for being a bad little boy:
Example:
/rcon
clientkick 3
Banning players is done almost exactly the same as kicking them, just uses a different command. If you find that someone warrants banning, simply use the above status command to obtain the players client id, then use the either the tempbanclient or banclient commands.
Example: /rcon status
The following is then displayed in your console:
Client
ID |
Score |
Ping |
GUID |
Player
Name |
IP
Address |
0 |
23 |
45 |
100000 |
{PJG} Anex |
165.56.24.45 |
1 |
13 |
65 |
100001 |
{PJG} Stalker |
65.45.24.57 |
2 |
33 |
51 |
100002 |
{PJG} Dagfoo |
65.56.21.35 |
3 |
25 |
30 |
100003 |
You Suck! |
125.54.85.21 |
4 |
21 |
32 |
100004 |
{PJG} mx333 |
24.56.42.51 |
5 |
12 |
100 |
100005 |
{PJG} SmattBMR |
161.61.41.56 |
Once this is displayed, you simply find the player you wish to ban from the server and note their Client ID. You then use the command, banclient, using the ID, to permanently boot the person from the server. For this example, we will kick client #3 for not getting the hint:
Example: /rcon banclient 3
Temporarily banning players is a good way to get rid of annoying players that didn’t really deserve and permanent ban but were not getting the hint in being kicked a few times. In our server config, I have sv_kickBanTime set to 3600 seconds, otherwise known as 1 hour. Using the above status info, temporarily banning client 4 would look like this:
Example: /rcon tempbanclient 4
UnBanning players is a little more complicated. There are currently 2 built-in ways to unban a player: 1) using the unBanUser command; 2) Connecting to your server via FTP and removing the player from the ban.txt file. If you banned players using 3rd party software, check with its user guide for info on “unbanning”.
Using the above example banned example, to remove the ban for “You Suck!”, you would issue the following, matching the players name exactly:
Example: /rcon unbanuser “You Suck!”
Call of Duty has command cvars to control every weapon except the pistol and grenades. By adding the weapon cvars to your servers config file, you’ll be able to control whether the weapon is available or not. There are also mods out there that allow you to control how many of each weapon you wish to make available. Such mods include PRM Realism, CKR realism, CoDaM, PAM (Project Ares Mod) – visit their respective websites for more info.
Below is a list of each weapon cvar and examples how to enable/disable them both in your server config file and via the console.
NOTE: Changing settings via RCON without restarting the map would not affect those who have already selected and spawned with the weapon(s); as such you need to restart the map after any changes via RCON (i.e. /rcon map_restart)
set scr_allow_kar98ksniper 1 (Enabled)
set scr_allow_kar98ksniper
0
(Disabled)
set scr_allow_nagantsniper
1
(Enabled)
set scr_allow_nagantsniper
0
(Disabled)
set scr_allow_springfield
1
(Enabled)
set scr_allow_springfield 0 (Disabled)
/rcon scr_allow_kar98ksniper 1 (Enabled)
/rcon scr_allow_kar98ksniper
0
(Disabled)
/rcon scr_allow_nagantsniper
1
(Enabled)
/rcon scr_allow_nagantsniper
0
(Disabled)
/rcon scr_allow_springfield
1
(Enabled)
/rcon scr_allow_springfield 0 (Disabled)
set scr_allow_enfield 1 (Enabled)
set scr_allow_enfield
0
(Disabled)
set scr_allow_m1carbine
1
(Enabled)
set scr_allow_m1carbine
0
(Disabled)
set scr_allow_m1garand
1
(Enabled)
set scr_allow_m1garand 0 (Disabled)
set scr_allow_nagant
1
(Enabled)
set scr_allow_nagant 0 (Disabled)
set scr_allow_kar98k
1
(Enabled)
set scr_allow_kar98k 0 (Disabled)
set scr_allow_gewehr43
1
(Enabled – United Offensive
Only)
set scr_allow_gewehr43 0 (Disabled – United Offensive Only)
set scr_allow_svt40
1
(Enabled – United Offensive
Only)
set scr_allow_svt40
0
(Disabled – United Offensive
Only)
/rcon scr_allow_enfield 1 (Enabled)
/rcon scr_allow_enfield
0
(Disabled)
/rcon scr_allow_m1carbine
1
(Enabled)
/rcon scr_allow_m1carbine
0
(Disabled)
/rcon scr_allow_m1garand
1
(Enabled)
/rcon scr_allow_m1garand 0 (Disabled)
/rcon scr_allow_nagant
1
(Enabled)
/rcon scr_allow_nagant 0 (Disabled)
/rcon scr_allow_kar98k
1
(Enabled)
/rcon scr_allow_kar98k 0 (Disabled)
/rcon scr_allow_gewehr43
1
(Enabled – United Offensive
Only)
/rcon scr_allow_gewehr43
0
(Disabled – United Offensive
Only)
/rcon scr_allow_svt40
1
(Enabled – United Offensive
Only)
/rcon scr_allow_svt40
0
(Disabled – United Offensive
Only)
set scr_allow_mp40 1 (Enabled)
set scr_allow_mp40
0
(Disabled)
set scr_allow_ppsh
1
(Enabled)
set scr_allow_ppsh
0
(Disabled)
set scr_allow_sten
1
(Enabled)
set scr_allow_sten 0 (Disabled)
set
scr_allow_thompson
1
(Enabled)
set scr_allow_thompson
0
(Disabled)
/rcon scr_allow_mp40 1 (Enabled)
/rcon scr_allow_mp40
0
(Disabled)
/rcon scr_allow_ppsh
1
(Enabled)
/rcon scr_allow_ppsh
0
(Disabled)
/rcon scr_allow_sten
1
(Enabled)
/rcon scr_allow_sten 0 (Disabled)
/rcon scr_allow_thompson
1
(Enabled)
/rcon scr_allow_thompson 0 (Disabled)
set scr_allow_bar 1 (Enabled)
set scr_allow_bar
0
(Disabled)
set scr_allow_bren
1
(Enabled)
set scr_allow_bren
0
(Disabled)
set scr_allow_mp44
1
(Enabled)
set scr_allow_mp44
0
(Disabled)
set scr_allow_dp28 1 (Enabled – United Offensive Only)
set scr_allow_dp28
0
(Disabled – United Offensive
Only)
set scr_allow_mg34
1
(Enabled – United Offensive
Only)
set scr_allow_mg34
0
(Disabled – United Offensive
Only)
set scr_allow_mg30cal
1
(Enabled – United Offensive
Only)
set scr_allow_mg30cal
0
(Disabled – United Offensive
Only)
/rcon scr_allow_bar 1 (Enabled)
/rcon scr_allow_bar
0
(Disabled)
/rcon scr_allow_bren
1
(Enabled)
/rcon scr_allow_bren
0
(Disabled)
/rcon scr_allow_mp44
1
(Enabled)
/rcon scr_allow_mp44 0 (Disabled)
/rcon scr_allow_dp28 1 (Enabled – United Offensive Only)
/rcon scr_allow_dp28
0
(Disabled – United Offensive
Only)
/rcon scr_allow_mg34
1
(Enabled – United Offensive
Only)
/rcon scr_allow_mg34
0
(Disabled – United Offensive
Only)
/rcon
scr_allow_mg30cal
1
(Enabled – United Offensive
Only)
/rcon
scr_allow_mg30cal
0
(Disabled – United Offensive
Only)
set scr_allow_fg42 1 (Enabled)
set scr_allow_fg42 0
(Disabled)
/rcon scr_allow_fg42 1 (Enabled)
/rcon scr_allow_fg42 0
(Disabled)
set scr_allow_flamethrower 1 (Enabled – United Offensive Only)
set scr_allow_flamethrower
0
(Disabled – United Offensive
Only)
/rcon scr_allow_flamethrower 1 (Enabled – United Offensive Only)
/rcon scr_allow_flamethrower
0
(Disabled – United Offensive
Only)
set scr_allow_panzerfaust 1 (Enabled)
set scr_allow_panzerfaust 0 (Disabled)
set scr_allow_bazooka 1 (Enabled – United Offensive Only)
set scr_allow_bazooka 0 (Disabled – United Offensive Only)
/rcon scr_allow_panzerfaust 1 (Enabled)
/rcon scr_allow_panzerfaust 0 (Disabled)
/rcon scr_allow_bazooka 1 (Enabled – United Offensive Only)
/rcon scr_allow_bazooka 0 (Disabled – United Offensive Only)
set scr_allow_grenade 1 (Enabled)
set scr_allow_grenade 0 (Disabled)
set scr_allow_smoke 1 (Enabled)
set scr_allow_smoke 0 (Disabled)
set scr_allow_satchel 1 (Enabled)
set scr_allow_satchel 0 (Disabled)
/rcon scr_allow_grenade 1 (Enabled)
/rcon scr_allow_grenade 0 (Disabled)
/rcon scr_allow_smoke 1 (Enabled)
/rcon scr_allow_smoke 0 (Disabled)
/rcon scr_allow_satchel 1 (Enabled)
/rcon scr_allow_satchel 0 (Disabled)
Call of Duty has command cvars to control every vehicle. By adding the vehicle cvars to your servers config file, you’ll be able to control whether the vehicle is available or not. Below is a list of each vehicle cvar and examples how to enable/disable them both in your server config file and via the console.
NOTE: Changing settings via RCON without restarting the map would not affect any vehicles currently enabled/disabled, as such you need to restart the map after any changes via RCON (i.e. /rcon map_restart)
set scr_allow_t34 1 (Enabled)
set scr_allow_t34
0
(Disabled)
set scr_allow_sherman
1
(Enabled)
set scr_allow_sherman
0
(Disabled)
set scr_allow_panzeriv
1
(Enabled)
set scr_allow_panzeriv 0 (Disabled)
set scr_allow_elefant
1
(Enabled)
set scr_allow_elefant
0
(Disabled)
set scr_allow_su152
1
(Enabled)
set scr_allow_su152
0
(Disabled)
/rcon scr_allow_t34 1 (Enabled)
/rcon scr_allow_t34
0
(Disabled)
/rcon scr_allow_sherman
1
(Enabled)
/rcon scr_allow_sherman
0
(Disabled)
/rcon scr_allow_panzeriv
1
(Enabled)
/rcon scr_allow_panzeriv 0 (Disabled)
/rcon scr_allow_elefant
1
(Enabled)
/rcon scr_allow_elefant
0
(Disabled)
/rcon scr_allow_su152
1
(Enabled)
/rcon scr_allow_su152
0
(Disabled)
set scr_allow_elefant
1
(Enabled)
set scr_allow_elefant
0
(Disabled)
set scr_allow_su152
1
(Enabled)
set scr_allow_su152
0
(Disabled)
/rcon scr_allow_elefant
1
(Enabled)
/rcon scr_allow_elefant
0
(Disabled)
/rcon scr_allow_su152
1
(Enabled)
/rcon scr_allow_su152
0
(Disabled)
set scr_allow_horch
1
(Enabled)
set scr_allow_horch
0
(Disabled)
set scr_allow_gaz67b
1
(Enabled)
set scr_allow_gaz67b
0
(Disabled)
set scr_allow_willyjeep
1
(Enabled)
set scr_allow_willyjeep
0
(Disabled)
/rcon scr_allow_horch
1
(Enabled)
/rcon scr_allow_horch
0
(Disabled)
/rcon scr_allow_gaz67b
1
(Enabled)
/rcon scr_allow_gaz67b
0
(Disabled)
/rcon scr_allow_willyjeep 1 (Enabled)
/rcon scr_allow_willyjeep 0
(Disabled)
set scr_allow_flak88
1
(Enabled)
set scr_allow_flak88
0
(Disabled)
/rcon scr_allow_flak88 1 (Enabled)
/rcon scr_allow_flak88
0
(Disabled)
CoD, like most Q3 based games, has an auto downloading feature. For regular Call of Duty, however, it is quite limited in terms of control as there is no way to be able to specify which mods you want to allow to be downloaded. When downloading is enabled, any and all custom mods installed on your server would be downloaded by a connecting player that does not have the mod(s). This of course can cause problems for those mods that are not required to be downloaded by a connecting player, cluttering that players MAIN folder. It also has the unfortunate effect of not allowing you to protect any custom moding you did that you did not want released to the public. So, while providing a nice feature for custom maps any other mods required for connecting players, it is severely limited from a control perspective.
With the United Offensive, however, the developers seemingly listened to customers of regular CoD by incorporating HTTP Redirect functionality. By setting this cvar to a value of 1, you allow clients join your server to download custom pk3 files (non stock files). The only caveat to this functioning, however, is that the player also has the client side Allow Downloads feature enabled. For them, they can achieve this in one of two methods, either setting cl_allowdownload to 1, or the simpler route of going to their Multiplayer Option and clicking Yes to the Allow Downloads option. Below is the methods by which you can enable/disable the Allow Downloading for Server Admins:
For both regular Call of Duty and the United Offensive Expansion pack, enabling/disabling Auto Downloading via the server is done the same way, setting sv_allowdownload to a 1 to enable, 0 to disable.
set sv_allowdownload 0 (Disables Downloading)
set sv_allowdownload 1 (Enables Downloading)
/rcon sv_allowdownload 0 (Disables Downloading – affects new connections and existing players on map load)
/rcon sv_allowdownload 1 (Enables Downloading – affects new connections and existing players on map load)
In addition to server administrations having control as to whether their servers allow auto downloading or not, individual players also have the ability to control whether they will auto download mods from servers they join. Players can disable downloading so that when they attempt to join servers that have mods they don’t have, they simply join without any downloading. If the server has mods that the player requires in order to connect, then a message is displayed to the user informing them that they cannot join the selected server for this reason.
There are two ways a player can enable/disable auto downloading, via a config variable cl_allowdownload, or by using the Multiplayer Options menu and selecting No for the Allow Downloads option.
NOTE: If you wish to enable/disable downloading on the fly, in case you want to allow downloading for a specific server, then use the console method and simply reconnect to the server for downloading to take place. To disable again, simply lower the console and set the value to 0.
New to Call of Duty, through the United Offensive expansion pack, server administrators now have the ability to prevent specific custom mods from being downloaded. By adding “_SVR_” to the name of the custom mod, the server will ignore that file when a download request is made by a client. This is extremely benefitial for those mods that do not require a connecting player to have in order to play (i.e. CoDaM, PAM, etc.). Below is the steps you need to take with any custom mods you have that you do not want downloaded:
NOTE: Make sure that when you name those server files you do not want downloaded, that whatever naming convention you use has those files appear at the very beginning of the server file list. Apparently the limitation of this feature requires the files to not be downloaded be at the beginning of the file structure.
As mentioned above, United Offensive introduced a much better way of downloading mods from servers. By incorporating HTTP Redirect, server administrators can now upload their mods to a website and link to the website path in the game config. Below is the list of settings and instructions for how you can enable HTTP Redirect on your server, as well as what’s required as far as uploading your custom files to a web location.
sv_wwwBaseURL |
This variable is the path to your website and the root folder/directory that contains a folder labeled “uo”. While the uo folder contains the actual files to be downloaded, it does not need to be specified in the Base URL path. This means that while the full web path to your files might be www.pjgsquad.com/cod_downloads/uo/filename.pk3, all the game requires is to know the base path to the “uo” folder (i.e. www.pjgsquad.com/cod_downloads) |
sv_wwwDlDisconnected |
This variable controls whether you have people connecting to your server disconnected before the Redirect occurs or to allow them to connect and download at the same time. Due to bandwith issues, for both the client and the server, it is recommended you disconnect the player for the download; let them reconnect; 1 enables, 0 disables. |
sv_wwwDownload |
This is actually the controlling
cvar for HTTP Redirect. By setting this value to 1, you enable the
feature, setting to 0 disables. |
set
sv_wwwBaseURL
"www.pjgsquad.com/cod_downloads"
set sv_wwwDlDisconnected
1
set sv_wwwDownload
1
The method to enable/disable voting in CoD is a two-part system, controlled through scr_allow_vote and g_allowvote. scr_allow_vote is the main GUI control for voting, while g_allowvote is the main Console control for voting.
With United Offensive, several new voting controls have been added, allowing for a much more customized voting schema. The voting options themselves have not changed, the same voting options in regular Call of Duty exist in United Offensive and visa versa. With United Offensive, however, you have the ability to control whether the individual voting options are allowed or disallowed. Below is information detailing the voting control cvars.
set g_allowvote 0 (Disabled Console Voting)
set g_allowvote 1 (Enabled Console Voting)
/rcon g_allowvote 0 (Disabled Console Voting)
/rcon g_allowvote 1 (Enabled Console Voting)
set scr_allow_vote 0 (Disabled Menu Voting)
set scr_allow_vote 1 (Enabled Menu Voting)
/rcon scr_allow_vote 0 (Disabled Menu Voting)
/rcon scr_allow_vote 1 (Enabled Menu Voting)
In United Offensive, you now have the ability to control players ability to, in a way, help manage your server by removing problem people. Kicking players can be done either by a players name or by a players client id (connection slot to the server). Via the menu, the method is not as much of an issue as it is via the console, but client ID is generally recommended as a player can change their name.
set g_allowvotekick 0 (Disallow kicking by Player Name)
set g_allowvoteclientkick 0 (Disallow kicking by Client ID)
set g_allowvotekick 1 (Allow kicking by Player Name)
set g_allowvoteclientkick 1 (Allow kicking by Client ID)
/rcon g_allowvotekick 0 (Disallow kicking by Player Name)
/rcon g_allowvoteclientkick 0 (Disallow kicking by Client ID)
/rcon g_allowvotekick 1 (Allow kicking by Player Name)
/rcon g_allowvoteclientkick 1 (Allow kicking by Client ID)
Like with kicking players, you also have the ability to allow players temporarily ban people from your server, which as you may guess, kicks the selected individual(s) from the server and does not allow them to return for a specified period of time (whatever value sv_kickBanTime has). And, like with kicking players, you can also ban them by either a players name or by a players client id (connection slot to the server). Again, via the menu, the method is not as much of an issue as it is via the console, but client ID is generally recommended as a player can change their name.
set g_allowvotetempbanuser 0 (Disallow temporarily banning by Player Name)
set g_allowvotetempbanclient 0 (Disallow temporarily banning by Client ID)
set g_allowvotetempbanuser 1 (Allow temporarily banning by Player Name)
set g_allowvotetempbanclient 1 (Allow temporarily banning by Client ID)
/rcon g_allowvotetempbanuser 0 (Disallow temporarily banning by Player Name)
/rcon g_allowvotetempbanclient 0 (Disallow temporarily banning by Client ID)
/rcon g_allowvotetempbanuser 1 (Allow temporarily banning by Player Name)
/rcon g_allowvotetempbanclient 1 (Allow temporarily banning by Client ID)
set g_allowvotegametype 0 (Disallow Game Type voting)
set g_allowvotegametype 1 (Allow Game Type voting)
/rcon g_ allowvotegametype 0 (Disallow Game Type voting)
/rcon g_ allowvotegametype 1 (Allow Game Type voting)
set g_allowvotemap 0 (Disallow voting to change the map)
set g_allowvotemap 1 (Allow voting to change the map)
/rcon g_ allowvotemap 0 (Disallow voting to change the map)
/rcon g_ allowvotemap 1 (Allow voting to change the map)
set g_allowvotemaprotate 0 (Disallow voting to rotate to the next map)
set g_allowvotemaprotate 1 (Allow voting to rotate to the next map)
/rcon g_allowvotemaprotate 0 (Disallow voting to rotate to the next map)
/rcon g_allowvotemaprotate 1 (Allow voting to rotate to the next map)
set g_allowvotemaprestart 0 (Disallow voting to rotate to the next map)
set g_allowvotemaprestart 1 (Allow voting to rotate to the next map)
/rcon g_allowvotemaprotate 0 (Disallow voting to rotate to the next map)
/rcon g_allowvotemaprotate 1 (Allow voting to rotate to the next map)
** To be added at a later time
**
This section deals specifically with each of the game types available in both regular Call of Duty and the United Offensive Expansion. Those sections/settings that solely apply to United Offensive are explicitly noted by the text “United Offensive Only”, as is what was done with the various settings described above. As with the other settings described above, information as to how to control the game type settings is given both with config modification and via the console using RCON.
NOTE: The below settings are merely examples of what the values could be used. You will need to adjust in order to meet your own requirements.
set scr_dm_timelimit 20 (Total minutes before ending the map)
set scr_dm_scorelimit 50 (Individual player score limit before ending the map)
/rcon scr_dm_timelimit 20 (Total minutes before ending the map)
/rcon scr_dm_scorelimit 50 (Individual player score limit before ending the map)
NOTE: Setting either one of the settings to 0 will signal the server to ignore the cvar. Warning: If you set both cvars to 0, the map will never end until you either change it manually or add a new to the settings again.
set scr_tdm_timelimit 20 (Total minutes before ending the map)
set scr_tdm_scorelimit 150 (Team based score limit before ending the map)
/rcon scr_tdm_timelimit 20 (Total minutes before ending the map)
/rcon scr_tdm_scorelimit 150 (Team based score limit before ending the map)
NOTE: Setting either one of the settings to 0 will signal the server to ignore the cvar. Warning: If you set both cvars to 0, the map will never end until you either change it manually or add a new to the settings again.
set scr_re_graceperiod 15 (Number of seconds before starting the very first round of a map)
set scr_re_timelimit 20 (Total minutes before ending the map)
set scr_re_scorelimit 6 (Number of rounds a Team wins before ending the map)
set scr_re_roundlimit 11 (Total rounds to play before ending the map)
set scr_re_roundlength 4 (Total minutes before ending the map)
set scr_re_showcarrier 1 (Show player position on the compass: 0 = Disable | 1 = Enable)
/rcon scr_re_graceperiod 15 (Number of seconds before starting the very first round of a map)
/rcon scr_re_timelimit 20 (Total minutes before ending the map)
/rcon scr_re_scorelimit 6 (Number of rounds a Team wins before ending the map)
/rcon scr_re_roundlimit 11 (Total rounds to play before ending the map)
/rcon scr_re_roundlength 4 (Total minutes before ending the map)
/rcon scr_re_showcarrier 1 (Show player position on the compass: 0 = Disable | 1 = Enable)
NOTE: It is recommended that you do not use scr_re_scorelimit and scr_re_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather play with a maximum team score instead. Setting either of the timelimit, roundlimit, and/or scorelimit settings to 0 will signal the server to ignore them. Warning: Make sure not to set all 3 cvars to 0 or the map will never end unless you manually change it or add a new value to one or more of the cvars.
set scr_bel_alivepointtime 10 (Number of seconds before awarding the Chased player(s) points)
set scr_bel_timelimit 20 (Total minutes before ending the map)
set scr_bel_scorelimit 60 (Maximum Score for a player to reach before ending the map)
/rcon scr_bel_alivepointtime 10 (Number of seconds before awarding the Chased player(s) points)
/rcon scr_bel_timelimit 20 (Total minutes before ending the map)
/rcon scr_bel_scorelimit 60 (Maximum Score for a player to reach before ending the map)
NOTE: It is recommended that you do not use scr_bel_scorelimit and scr_bel_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather play with a maximum team score instead. Setting either of the timelimit and/or scorelimit settings to 0 will signal the server to ignore them. Warning: Make sure not to set both cvars to 0 or the map will never end unless you manually change it or add a new value to one or more of the cvars.
set scr_sd_graceperiod 15 (Number of seconds before starting the very first round of a map)
set scr_sd_timelimit 20 (Total minutes before ending the map)
set scr_sd_scorelimit 6 (Number of rounds a Team wins before ending the map)
set scr_sd_roundlimit 11 (Total rounds to play before ending the map)
set scr_sd_roundlength 4 (Total minutes before ending the map)
/rcon scr_sd_graceperiod 15 (Number of seconds before starting the very first round of a map)
/rcon scr_sd_timelimit 20 (Total minutes before ending the map)
/rcon scr_sd_scorelimit 6 (Number of rounds a Team wins before ending the map)
/rcon scr_sd_roundlimit 11 (Total rounds to play before ending the map)
/rcon scr_sd_roundlength 4 (Total minutes before ending the map)
NOTE: It is recommended that you do not use scr_sd_scorelimit, scr_sd_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather play with a maximum team score instead. Setting either to 0 will signal the server to ignore them.
set scr_bas_timelimit 20 (Total minutes before ending the map)
set scr_bas_scorelimit 200 (Maximum Team Score before ending the map)
set scr_bas_roundlimit 7 (Maximum rounds to play before ending the map)
set scr_bas_roundlength 5 (Total minutes before ending the map)
set scr_bas_startrounddelay 3 (Number of seconds before starting each round)
set scr_bas_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
set scr_bas_respawn_wave_time 25 (Number of seconds before dead players are respawned)
set scr_bas_clearscoreeachround 0 (0 = Disable | 1 = Enable)
/rcon scr_bas_timelimit 20 (Total minutes before ending the map)
/rcon scr_bas_scorelimit 200 (Maximum Team Score before ending the map)
/rcon scr_bas_roundlimit 7 (Maximum rounds to play before ending the map)
/rcon scr_bas_roundlength 5 (Total minutes before ending the map)
/rcon scr_bas_startrounddelay 3 (Number of seconds before starting each round)
/rcon scr_bas_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
/rcon scr_bas_respawn_wave_time 25 (Number of seconds before dead players are respawned)
/rcon scr_bas_clearscoreeachround 0 (0 = Disable | 1 = Enable)
NOTE: It is recommended that you do not use scr_bas_scorelimit and scr_bas_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather player with a maximum team score instead. Setting either to 0 will signal the server to ignore them.
set scr_ctf_timelimit 20 (Total minutes before ending the map)
set scr_ctf_scorelimit 200 (Maximum Team Score before ending the map)
set scr_ctf_roundlimit 7 (Maximum rounds to play before ending the map)
set scr_ctf_roundlength 4 (Total minutes before ending the map)
set scr_ctf_startrounddelay 3 (Number of seconds before starting each round)
set scr_ctf_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
set scr_ctf_showoncompass 1 (Show Flag Carrier on the Compass? 0 = Disable | 1 = Enable)
set scr_bas_clearscoreeachround 0 (0 = Disable | 1 = Enable)
/rcon scr_ctf_timelimit 20 (Total minutes before ending the map)
/rcon scr_ctf_scorelimit 200 (Maximum Team Score before ending the map)
/rcon scr_ctf_roundlimit 7 (Maximum rounds to play before ending the map)
/rcon scr_ctf_roundlength 4 (Total minutes before ending the map)
/rcon scr_ctf_startrounddelay 3 (Number of seconds before starting each round)
/rcon scr_ctf_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
/rcon scr_ctf_showoncompass 1 (Show Flag Carrier on the Compass? 0 = Disable | 1 = Enable)
/rcon scr_ctf_clearscoreeachround 0 (0 = Disable | 1 = Enable)
NOTE: It is recommended that you do not use scr_re_scorelimit and scr_re_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather player with a maximum team score instead. Setting either to 0 will signal the server to ignore them.
set scr_dom_timelimit 20 (Total minutes before ending the map)
set scr_dom_scorelimit 200 (Maximum Team Score before ending the map)
set scr_dom_roundlimit 7 (Maximum rounds to play before ending the map)
set scr_dom_roundlength 5 (Total minutes before ending the map)
set scr_dom_startrounddelay 3 (Number of seconds before starting each round)
set scr_dom_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
set scr_dom_respawn_wave_time 25 (Number of seconds before dead players are respawned)
set scr_dom_clearscoreeachround 0 (0 = Disable | 1 = Enable)
/rcon scr_dom_timelimit 20 (Total minutes before ending the map)
/rcon scr_dom_scorelimit 200 (Maximum Team Score before ending the map)
/rcon scr_dom_roundlimit 7 (Maximum rounds to play before ending the map)
/rcon scr_dom_roundlength 5 (Total minutes before ending the map)
/rcon scr_dom_startrounddelay 3 (Number of seconds before starting each round)
/rcon scr_dom_endrounddelay 3 (Number of seconds before ending each round – affects weapon pickups)
/rcon scr_dom_respawn_wave_time 25 (Number of seconds before dead players are respawned)
/rcon scr_dom_clearscoreeachround 0 (0 = Disable | 1 = Enable)
NOTE: It is recommended that you do not use scr_dom_scorelimit and scr_dom_roundlimit settings in conjunction with each other. While it is certainly available to do so, only one really needs to be used; it simply depends on whether you want to play based on the total number of rounds to play or if you’d rather player with a maximum team score instead. Setting either to 0 will signal the server to ignore them.
Call of Duty and United Offensive allows server admins to reserve slots for their team members or friends. By assigning a password to said private slots, a player using that password will be automatically assigned to one of the private slots. Server admins typically use this feature to ensure they or their team members/friends will be able to join the server, even when it’s full.
The variables to use are sv_privateclients (this defines the number of slots to reserve) & sv_privatepassword (this is the password players will have to use to join the private slots). The best way to establish private slots is directly in your server config file, so it’s always used when your server restarts, but can also be done via the console. Below are examples of both:
set sv_privateclients “8”
set sv_privatepassword “myclanonly”
/rcon
sv_privateclients “8”
/rcon sv_privatepassword “myclanonly”
NOTE: Setting private slots does not allow more people to join then sv_maxplayers, but rather takes the number of slots you assign and subtracts from it. For example, if you have a 32 man server, with 8 private slots, your server will only appear as a 24 man server in the in-game browser. Your server will still support 32 players, but once it reaches 24, no one else will be able to connect unless they use the private password. Also note that you cannot use g_password AND sv_privatepassword (along with sv_privateclients) at the same time; you must use one or the other.
Call of Duty and United Offensive also allows server admins to add a global password to their servers. A global password means that anybody and everybody that wishes/attempts to join your server will need to enter the password in order to successfully connect. Server admins typically use this feature for scrims and league/ladder matches; it’s the simplest and easier way to protect your server from outside interference. To add a global password, the server admin needs to assign g_password with whatever password they wish to use. Below are examples of two ways of doing this:
Examples: Via your server config (only if you plan to have your server always require the password):
set g_password “myclanonly”
/rcon g_password “match”
NOTE: If you use both methods to password the server, know that g_password overrides any settings you have with sv_privatepassword and sv_privateclients. This means that the password you assigned to g_password will need to be the one all players would have to use in order to successfully connect to your server.
As you know, there are 6 game types in regular Call of Duty and 9 game types in United Offensive. There are several others created by modders, but I will leave those for them to discuss. Each game type has a specific code to represent it. Below are the game types, their associated codes, and a Yes/No setting so as to know whether they are available in regular CoD or the United Offensive expansion:
Game
type |
Code |
Call of
Duty |
United
Offensive |
Death Match |
dm |
Yes |
Yes |
Team Death Match |
tdm |
Yes |
Yes |
Retrieval |
re |
Yes |
Yes |
Behind Enemy Lines |
bel |
Yes |
Yes |
Search & Destroy |
sd |
Yes |
Yes |
HeadQuarters |
hq |
Yes |
Yes |
Base Assault |
bas |
No |
Yes |
Capture the Flag |
ctf |
No |
Yes |
Domination |
dom |
No |
Yes |
Changing the game type involves doing 3 things: 1) changing the game type itself; 2) setting the map rotation; and 3) changing to a map within the new game type. This is done by using the command set (set a variable to user specified value), and the game type variable g_gametype. Then you set the map rotation using the map list variable sv_maprotation. Finally, you select the initial map to be used, using the previously described command map and the map code name.
To set the game type to Death Match and then change the map to Rocket, you would use the following:
To set the game type to Team Death Match and then change the map to Ship, you would use the following:
To set the game type to Behind Enemy Lines to POWCamp, you would do the following:
To set the game type to Retrieval and then change the map to Chateau, you would use the following:
To set the game type to Search & Destroy and then change the map to Brecourt, you would use the following:
To set the game type to HeadQuarters and then change the map to Carentan, you would use the following:
To set the game type to Base Assault and then change the map to Foy, you would use the following:
To set the game type to Capture the Flag and then change the map to Arnhem, you would use the following:
To set the game type to Domination and then change the map to Berlin, you would use the following:
Changing maps via RCON is done the same way you change it on your own system, using the command map, and then the map code name. However, the map you use may not work as it depends on the game type currently used by the server.
In Call of Duty, there are a total of 12 maps. However, as stated, not all of the maps can play in each mode. To date, there are currently 2 maps that cannot play in Search & Destroy mode, Chateau (mp_chateau) & Ship (mp_ship). Those two maps are available in the other modes, just not S&D. As such, if you are playing in S&D mode, you will need to change the gametype (g_gametype) to something other then S&D. In addition to certain maps not being available to play under Search & Destroy, several of the new maps from United Offensive also have limitations as to their available gametypes.
Map
Name |
Map
Code |
DM |
TDM |
RE |
SD |
BEL |
HQ |
BAS |
CTF |
DOM |
Regular
CoD |
United
Offensive |
Chateau |
mp_chateau |
x |
x |
x |
|
x |
x |
|
|
|
Yes |
Yes |
Ship |
mp_ship |
x |
x |
x |
|
x |
x |
|
|
|
Yes |
Yes |
Brecourt |
mp_brecourt |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Harbor |
mp_harbor |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Railyard |
mp_railyard |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Carentan |
mp_carentan |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Dawnville |
mp_dawnville |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Depot |
mp_depot |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
POW Camp |
mp_powcamp |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Hurtgen |
mp_hurtgen |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Pavlov |
mp_pavlov |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Rocket |
mp_rocket |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Bocage |
mp_bocage |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Neuville |
mp_neuville |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Stalingrad |
mp_stalingrad |
x |
x |
x |
x |
x |
x |
|
|
|
Yes |
Yes |
Arnhem |
mp_arnhem |
x |
x |
x |
x |
x |
x |
|
x |
x |
No |
Yes |
Berlin |
mp_berlin |
x |
x |
x |
x |
x |
x |
|
x |
x |
No |
Yes |
Cassino |
mp_cassino |
x |
x |
x |
x |
x |
x |
|
x |
x |
No |
Yes |
Foy |
mp_fox |
x |
x |
x |
x |
x |
x |
x |
x |
x |
No |
Yes |
Italy |
mp_italy |
x |
x |
x |
x |
x |
x |
x |
x |
x |
No |
Yes |
Kharkov |
mp_kharkov |
x |
x |
|
|
x |
x |
|
x |
x |
No |
Yes |
Kursk |
mp_kursk |
x |
x |
|
|
x |
x |
x |
x |
x |
No |
Yes |
Ponyri |
mp_ponyri |
x |
x |
|
|
x |
x |
x |
x |
x |
No |
Yes |
Rhine Valley |
mp_rhinevalley |
x |
x |
|
|
x |
x |
x |
x |
x |
No |
Yes |
Sicily |
mp_sicily |
x |
x |
x |
x |
x |
x |
|
x |
x |
No |
Yes |
Stanjel |
mp_uo_stanjel |
x |
x |
x |
x |
x |
x |
|
x |
x |
No |
Yes |
/rcon map mp_carentan (Changes to Carentan)
/rcon map mp_stalingrad (Changes to Stalingrad)
/rcon map
mp_arnhem
(Changes
to Arnhem)
/rcon map mp_berlin (Changes to Berlin)
NOTE: When changing maps without specifying a game type, the server auto tries to load the map using the current game type setting. If the map is not available for that game type, it will load in Death Match mode – this is the default game type when errors occur with a map load/rotation.
Map rotation is a list of maps the server will load. As it map finishes, it will load the next map in the rotation. Call of Duty has 2 cvars designed to manage this ability (both are used by the server): sv_MapRotation and sv_MapRotationCurrent.
sv_MapRotation is the main map list variable and is what server uses to load its list of maps. sv_MapRotationCurrent is auto set by the server itself, based on the maps defined in sv_MapRotation – think of it as a memory buffer. The server reads sv_MapRotation, assigns the maps defined in it to sv_MapRotationCurrent, and then uses sv_MapRotationCurrent when loading the next map(s). This can be very confusing as people tend to only set sv_MapRotation, ignoring sv_MapRotationCurrent, and then wonder why the old maps previously defined in sv_MapRotation are being loaded instead of their new ones. To avoid this, server admins MUST first clear sv_MapRotationCurrent BEFORE changing sv_MapRotation and loading the next map.
When defining map rotations, you MUST follow the correct format or you risk crashing the server. You MUST precede each map name by the map command (i.e. map mp_harbor). You may also optionally add a gametype for each map in your map list (i.e. gametype sd map mp_harbor). If you do not define gametype for each map in your map list, the server will use whatever mode you have defined in g_gametype.
The following are example setups for map rotations:
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map
mp_railyard map mp_brecourt map mp_rocket”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“hq”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in HeadQuarters mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map
mp_dawnville map mp_carentan map mp_harbor”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“sd”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Search & Destroy mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map
mp_chateau map mp_ship map mp_depot”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“re”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Retrieval mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map
mp_carentan map mp_brecourt map mp_powcamp”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“tdm”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Team Death Match mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map mp_ship
map mp_pavlov map mp_hurtgen”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“dm”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Death Match mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map mp_ship
map mp_railyard map mp_pavlov”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“bel”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Behind Enemy Lines mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map mp_foy
map mp_italy map mp_ponyri”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“bas”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Base Assault mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map mp_berlin
map mp_rhinevalley map mp_uo_stanjel”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“ctf”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Capture the Flag mode.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation "map mp_arnhem
map mp_foy map mp_kharkov”
//Define the gametype to be used for all maps in the new rotation
set g_gametype
“dom”
//Load the first map
map_rotate
NOTE: In the above example, all maps will play in Domination mode.
In order to have mixed game types used for maps, you must include the gametype in sv_maprotation. By preceding the map command for each map with the gametype and value, you will have that map loaded in the specified game type.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation
"gametype sd map
mp_dawnville gametype
re map mp_depot gametype
hq map mp_brecourt gametype
bel map mp_harbor gametype
tdm map mp_rocket gametype dm map
mp_chateau g_gametype
ctf map mp_arnhem g_gametype dom map
mp_berlin g_gametype bas
map mp_foy”
//Load the first map
map_rotate
NOTE: In the above example, each map has its own gametype defined. As each map in the rotation is loaded, it will be loaded using the selected game type.
//Clear the current map rotation (should one exist)
set sv_mapRotationCurrent
""
//Define the map rotation
set sv_mapRotation “map
gametype sd map the_hunt gametype re
mp_falaisevilla gametype
sd map Nuenen gametype re map
mp_v2_ver3 gametype
sd map mp_offensive gametype sd
mp_oase”
//Load the first map
map_rotate
NOTE: In the above example, each custom map has its own gametype defined. As each map in the rotation is loaded, it will be loaded using the selected game type.
Now that PunkBuster has been included into CoD, there are many commands and settings to control it. While I won’t cover all the commands available, there’s just too many, I will cover a few of the ones that may be more commonly used. That said, if you wish to view a list of all the commands available, please click on the following links:
Server PB Commands & Settings: http://www.evenbalance.com/publications/cod-ad/index.htm
Client PB Commands & Settings: http://www.evenbalance.com/publications/cod-pl/index.htm
NOTE: PunkBuster has its own client id system, which is different from the CoD client system, which must be used when executing PunkBuster commands to affect a particular player. With the CoD client system, it starts at slot 0 and works its way up to whatever value is in sv_maxclients (so for a 24 slot server, it would be client slots 0 – 23). With the PunkBuster client system, however, it starts at a value of 1 and then works its way up to whatever value is in sv_maxclients (so for a 24 slot server, it would be PB client slots 1 – 24). So, be sure you are VERY careful when issuing RCON and PB commands to ensure you’re executing them against the right individual!
PB_SV_GetSs [PB client
slot#]
With PB, you have the ability to force screenshots on players and have those screenshots stored directly on our server. You can either force the screenshot on everyone in the server or on an individual player. If forcing on an individual player, you need to include the players pb slot.
Single Player: /rcon pb_sv_getss 11
(forces a screenshot on the player in PB slot
11)
All Players: /rcon pb_sv_getss (forces a screenshot on everyone in the server)
PB_SV_Kick [name or slot #]
[minutes] [displayed_reason] |
[optional_private_reason]
Removes a player from the game and won't let the player rejoin until specified [minutes] has passed or until the server is restarted, whichever comes first - kicks are not written to the pbbans.dat file but they are logged and will show up in the output from the pb_sv_banlist command.
Only Player Specified: /rcon pb_sv_kick 9 (kicks the player in PB slot 9 – they can immediately rejoin)
2 Minutes + kick time: /rcon pb_sv_kick 9 2 (kicks the player in PB slot 9 for 2 minutes – they can rejoin after that)
2 Minutes + kick time + displayed reason: /rcon pb_sv_kick 9 2 “Being Stupid” (kicks the player in PB slot 9 for 2 minutes – they can rejoin after that)
PB_SV_Ban [name or slot #]
[displayed_reason] | [optional_private_reason]
Removes a player from the game and permanently bans that player from the server based on the player's PB GUID; the ban is logged and also written to the pbbans.dat file (the permanent ban list on the server).
Only Player Specified: /rcon pb_sv_ban 21 (kicks & bans the player in PB slot 21)
Reason Displayed: /rcon pb_sv_ban 21 “Because you TK too much” (kicks the player in PB slot 21 for 2 minutes – they can rejoin after that)
The CoDaM project (pronounced co-dam, stands for Call of Duty Admin Mod) provides a set of standard modules for managing a wide variety of game capabilities. For mod developers, CoDaM includes modules for such things as spawn-point management, team & weapon administration, game-type control and more; for server administrators, CoDaM provides as much freedom as possible for managing custom modules, it also includes mod registration functionality and new command add-ons (via mods). Below is a list of the various CoDaM commands and how they are used.
CoDaM, like most command engines, has a particular format required in order to work. CoD, like all Q3 based games, requires using remove console commands (i.e. /rcon status). Well, CoDaM is the same, requiring you to enter remote commands via the console. The following is the format required for all CoDaM commands:
/rcon command
"[<admin> ]<command>[ <arg>[
<arg> ...]]"
command is the method CoDaM requires all of its commands to be executed. It’s actually a server cvar, allowing for multiple settings, to which CoDaM then interprets as being a command to execute. It is absolutely required to execute CoDaM commands.
<admin> can be a player name (without color specifications) or a player id (client id) obtained from the output of the game's status command. Defining the admin value returns the results of executing the command to the player identified. For example, if the following were executed, /rcon command “0 eventeams”, the player in server slot 0 will see the result of executing the eventeams command. This can be particularly useful as you will see whether the command worked or not. However, it is optional and does not need to be used in order for CoDaM commands to work.
<command> is the name of the command to execute. In the previous example above, eventeams would be the command.
<arg> is one or more arguments that may be required by the <command> used. Arguments available for all CoDaM commands are:
all (<command> is applied to everyone in the server)
spectator (<command> is applied to spectators only)
allies (<command> is applied to allied players only)
axis (<command> is applied to axis players only)
<client id> (<command> is applied to an individual player)
/rcon command “swapteams” (this swaps teams, no arguments needed)
/rcon command “kill allies” (this kills all players on allies)
/rcon command “kill 1 4 13 19 axis” (this kills players in slots 1, 4, 13, 19, and everyone on axis)
Further below will be a list of various CoDaM commands.
The AlertMsg command sends a message to one or more players in the server; displaying the message in the middle of the player’s hud - color changes within the message string are permitted. Because “” and spaces are interpreted differently by the game server and CoDaM, they cannot be used inside a CoDaM command (in particular when using a command that sends text messages). As such, CoDaM has added the ability to add a message using \q (i.e. \qthis is my message\q).
Single Player:
/rcon command "alertmsg \qHello player number 11\q
11"
Spectators:
/rcon command "privmsg \qHello everyone on Axis\q
spectator”
All Axis:
/rcon command "alertmsg \qHello everyone on Axis\q
axis"
All Allies:
/rcon command "alertmsg \qHello everyone on Allies\q
allies"
All Players:
/rcon command "alertmsg \qHello everyone in the
server\q all"
Multiple Players:
/rcon command "alertmsg \qHello players 5, 9, and 13\q 5 9
13"
Multiple Options:
/rcon command "alertmsg \qHello players 5, 9, and everyone on
Axis\q 5 9 axis"
The PrivMsg command sends a private message to one or more players in the server; displaying the message in the lower left corner of the player’s hud - color changes within the message string are permitted. As stated above, because “” and spaces are interpreted differently by the game server and CoDaM, they cannot be used inside a CoDaM command (in particular when using a command that sends text messages). As such, CoDaM has added the ability to add a message using \q (i.e. \qthis is my message\q).
Single Player:
/rcon command "privmsg \qHello player number 11\q
11"
Spectators:
/rcon command "privmsg \qHello everyone on Axis\q
spectator"
All Axis:
/rcon command "privmsg \qHello everyone on Axis\q
axis"
All Allies:
/rcon command "privmsg \qHello everyone on Allies\q
allies"
All Players:
/rcon command "privmsg \qHello everyone in the
server\q all"
Multiple Players:
/rcon command "privmsg \qHello players 5, 9, and 13\q 5 9
13"
Multiple Options:
/rcon command "privmsg \qHello players 5, 9, and everyone on
Axis\q 5 9 axis"
The FixName command simply ensures that the selected player(s)’ names end in a readable color (i.e. good way to get rid of those people using black colors).
Single Player:
/rcon command "fixname 11"
Spectators:
/rcon command "fixname
spectator”
All Axis:
/rcon command "fixname
axis"
All Allies:
/rcon command "fixname
allies"
All Players:
/rcon command "fixname
all"
Multiple Players:
/rcon command "fixname 5 9 13"
Multiple Options:
/rcon command "fixname 5 9 axis"
The MonoName command simply removes all colors from the selected player(s)’ names (i.e. another good way to get rid of those people using black colors).
Single Player:
/rcon command "mononame
11"
Spectators:
/rcon command "mononame
spectator”
All Axis:
/rcon command "mononame
axis"
All Allies:
/rcon command "mononame
allies"
All Players:
/rcon command "mononame
all"
Multiple Players:
/rcon command "mononame 5 9 13"
Multiple Options:
/rcon command "mononame 5 9 axis"
The Force2 forces one or more players to a team or spectator. It ignores scr_autoassign, however it honors any settings that would normally prevent a player from joining a match in progress, i.e. scr_graceperiod. Unlike the other command, however, the Force2 command requires info as to where to force the player; options are allies, axis, and spectator.
Single Player: /rcon command "force2 allies 11" (forces player 11 to the allies team)
Spectators: /rcon command "force2 spectator all” (forces everyone to spectator)
All Axis: /rcon command "force2 axis spectator" (forces spectators to the axis team)
All Allies:
/rcon command "force2 allies
spectator"
(forces spectators to the allies team)
All Players: /rcon command "force2 axis all" (forces all players to the axis team)
Multiple Players:
/rcon command "force2 allies 5 9 13"
(forces players 5, 9, and 13 to the allies team)
Multiple Options:
/rcon command "force2 axis 5 9 spectator"
(forces players 5, 9 and all spectators to the axis team)
The eventeams command checks the allies and axis team and ensures they are balanced. It works similar to the servers scr_autobalance but evens the teams immediately rather then waiting until the next round. Unlike the other CoDaM commands above, this command requires no arguments.
Single Usage: /rcon command "eventeams"
The swapteams command does exactly as the name indicates, it immediately switches all Axis to Allies and all Allies to Axis – players in spectator mode are not affected. As with the EvenTeams command, SwapTeams does not require arguments.
Single Usage:
/rcon command "swapteams"
The BURN command will catch the selected player(s) on fire, resulting in their eventual death. As with all commands affecting a player, you’ll need to issue a /rcon status command in order to obtain the player(s) client id. Unlike other CoDaM commands, this command will only work with client ids; the “all”, “allies”, and “axis” parameters do not work.
Single Player:
/rcon command "burn
6"
Two Players: /rcon command "burn 6 13"
Three Players:
/rcon command "burn 6 13
21"
The COW command will turn the selected player(s) into a cow and cause then catch them on fire, resulting in their eventual death. As with all commands affecting a player, you’ll need to issue a /rcon status command in order to obtain the player(s) client id. Unlike other CoDaM commands, this command will only work with client ids; the “all”, “allies”, and “axis” parameters do not work.
Single Player:
/rcon command "cow
6"
Two Players: /rcon command "cow 6 13"
Three Players:
/rcon command "cow 6 13
21"
The MORTAR command will chase the selected player(s) with a unrelenting mortar attack, resulting in their eventual death. As with all commands affecting a player, you’ll need to issue a /rcon status command in order to obtain the player(s) client id. Unlike other CoDaM commands, this command will only work with client ids; the “all”, “allies”, and “axis” parameters do not work.
Single Player:
/rcon command "mortar
6"
Two Players: /rcon command "mortar 6 13"
Three Players:
/rcon command "mortar 6 13
21"
The EXPLODE command will essentially do as it indicates, literally explode a player, resulting in their death. As with all commands affecting a player, you’ll need to issue a /rcon status command in order to obtain the player(s) client id. Unlike other CoDaM commands, this command will only work with client ids; the “all”, “allies”, and “axis” parameters do not work.
Single Player:
/rcon command "explode
6"
Two Players: /rcon command "explode 6 13"
Three Players:
/rcon command "explode 6 13
21"
The DISARM command will force the selected player to drop all weapons currently held by the selected player (i.e. 1st gun, 2nd gun slot, pistol, and grenades). As with all commands affecting a player, you’ll need to issue a /rcon status command in order to obtain the player(s) client id. Unlike other CoDaM commands, this command will only work with client ids; the “all”, “allies”, and “axis” parameters do not work.
Single Player:
/rcon command "disarm
6"
Two Players: /rcon command "disarm 6 13"
Three Players:
/rcon command "disarm 6 13
21"
The MATRIX command add a shell shock effect (no damage) to all players in the server, as well as lower gravity to be like the moon, allowing players to jump off something and fly. Essentially, the command creates a matrix effect in the server – though only for a few seconds. Unlike other PowerServer commands, MATRIX requires no parameters.
Usage:
/rcon command
"matrix"
/rcon vstr pam_cal //CAL League
/rcon vstr pam_twl //TWL Power League
/rcon vstr pam_twlladder //TWL Ladder
/rcon vstr pam_ugs //UGS League
/rcon vstr pam_ogl //OGL League
/rcon vstr pam_sta //STA League
/rcon vstr pam_cbladder //ClanBase Ladder
/rcon vstr pam_cbopencup //ClanBase Open Cup
/rcon vstr pam_sotf //SOTF League
/rcon vstr pam_ga //GameArena League
/rcon vstr pam_gotfrag //GotFrag League
/rcon vstr pam_mohi //MOHI League
/rcon vstr pam_esl //ESL League
/rcon vstr pam_sg //SquadGames League
/rcon vstr pam_ed //ED League
/rcon vstr pam_pg //PG League
/rcon vstr pam_bl //BL League
/rcon vstr pam_ccodl //CCODL League
/rcon vstr pam_ig //IG League
/rcon vstr pam_r60 //R60 League
/rcon vstr pam_vg //VG League
/rcon vstr pam_proveg //ProvenGrounds League
/rcon vstr pam_jolt //JOLT League
/rcon vstr pam105b_cal //CAL League
/rcon vstr pam105b_twl //TWL Power League
/rcon vstr pam105b_twlladder //TWL Ladder
/rcon vstr pam105b_ogl //OGL League
/rcon vstr pam105b_ugs //UGS League
/rcon vstr pam105b_sta //STA League
/rcon vstr pam105b_cbladder //ClanBase Ladder
/rcon vstr pam105b_cbopencup //ClanBase open Cup
/rcon vstr pam105b_sotf //SOTF League
/rcon vstr pam105b_gamearena //GameArena League
/rcon vstr pam105b_squadgames //SquadGames League
/rcon vstr pam105b_gotfrag //GotFrag League
/rcon vstr pam104b_cal //CAL League
/rcon vstr pam104b_twl //TWL Power League
/rcon vstr pam104b_twlladder //TWL Ladder
/rcon vstr pam104b_ogl //OGL League
/rcon vstr pam104b_ugs //UGS League
/rcon vstr pam104b_sta //STA League
/rcon vstr pam104b_cbladder //ClanBase League
/rcon vstr pam104b_sotf //SOTF League
/rcon vstr pam_off
//PUB
Mode
In order for everyone to be able to setup matches, should one of your senior admins not be available, the below procedures will show you the steps required to make the server ready for the match. Hopefully by placing the match specific procedures in one section will make learning a little easier.
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