maprot explained
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3520 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Setting Up a Server</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
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<link rel="shortcut icon" href="pics/favicon.ico" />
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<link rel="stylesheet" href="styles/cubedoc.css" />
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo" />
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</div>
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<div id="title">
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<h1>
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AssaultCube: Setting Up a Server</h1>
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</div>
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<div id="content">
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<h1>
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Setting up a Server
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</h1>
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<h2>
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The AssaultCube Server</h2>
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<p>
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Dedicated servers run in the shell only (no graphics), with increased priority yet
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use very little cpu time and memory, so you can run one in the background, or at
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the same time with a client if you want to host a game. Server port is fixed at
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<b>28763</b>, with <b>28764</b> being used for the server info requests (both UDP).
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See the <a href="getstarted.html" shape="rect">Get Started Guide</a> to find out
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how to join a server.
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</p>
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<h2>
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Main Configuration</h2>
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<p>
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The AssaultCube server is mainly configured using command line options set in the
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server script <i>assaultcube_server.bat</i> on windows or <i>assaultcube_server.sh</i>
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on linux.
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</p>
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<div class="code">
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bin_win32\ac_server.exe -c8 -n"My AC Server"
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<head>
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<title>
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Setting Up a Server
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</title>
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<meta http-equiv="content-type" content="application/xhtml+xml; charset=utf-8" />
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<link rel="shortcut icon" href="pics/favicon.ico" />
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<link rel="stylesheet" href="styles/cubedoc.css" type="text/css" />
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo" />
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</div>
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<p>
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Possible command line options can be obtained from the <a href="commandline.html"
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shape="rect">command-line section</a> of this documentation. Run the script
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to start the server.
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</p>
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<h2 id="maprotation">
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Maprotation</h2>
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<p>
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In the maprotation file specified on the command line (default: <i>config/maprot.cfg</i>),
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you can specify the map, mode, time and voting for your server. Each line defines
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one round. Example:
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</p>
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<pre xml:space="preserve">
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<div id="title">
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<h1>
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AssaultCube: Setting Up a Server
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</h1>
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</div>
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<div id="content">
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<h1>
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Setting up a Server
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</h1>
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<h2>
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The AssaultCube Server
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</h2>
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<p>
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Dedicated servers run in the shell only (no graphics), with increased priority
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yet use very little cpu time and memory, so you can run one in the background,
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or at the same time with a client if you want to host a game. Server port is
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fixed at <b>28763</b>, with <b>28764</b> being used for the server info
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requests (both UDP). See the <a href="getstarted.html" shape="rect">Get Started
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Guide</a> to find out how to join a server.
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</p>
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<h2>
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Main Configuration
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</h2>
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<p>
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The AssaultCube server is mainly configured using command line options set in
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the server script <i>assaultcube_server.bat</i> on windows or
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<i>assaultcube_server.sh</i> on linux.
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</p>
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<div class="code">
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bin_win32\ac_server.exe -c8 -n"My AC Server"
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</div>
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<p>
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Possible command line options can be obtained from the <a href=
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"commandline.html" shape="rect">command-line section</a> of this documentation.
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Run the script to start the server.
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</p>
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<h2 id="maprotation">
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Maprotation
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</h2>
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<p>
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In the maprotation file specified on the command line (default:
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<i>config/maprot.cfg</i>), you can specify the map, mode, time and voting for
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your server. Each line defines one round.
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</p>
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<table>
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<tr>
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<td width="120" style="text-align: center;">
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map
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</td>
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<td>
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Map filename without extension. Do only use standard maps and maps from
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your packages/maps/servermaps folder.
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</td>
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</tr>
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<tr>
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<td style="text-align: center;">
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mode
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</td>
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<td>
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Game mode number. One of: Team Deathmatch (0), Deathmatch (2), Pistol
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Frenzy (6), Capture the Flag (5), Hunt the Flag (13), Keep the Flag
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(15), Team Keep the Flag (14), Team Survivor (4), Survivor (3), Last
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Swiss Standing (9), One Shot One Kill (10), Team One Shot One Kill (11)
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</td>
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</tr>
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<tr>
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<td style="text-align: center;">
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time
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</td>
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<td>
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Game time in minutes. Usually 15 minutes for flag modes, 10 minutes for
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all other modes.
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</td>
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</tr>
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<tr>
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<td style="text-align: center;">
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vote
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</td>
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<td>
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1: allow players to vote for other maps, 0: only admin can change the
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map
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</td>
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</tr>
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<tr>
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<td style="text-align: center;">
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minplayer
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</td>
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<td>
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If specified, the server will skip the map, if fewer than required
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players are connected at time of game start.
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</td>
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</tr>
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<tr>
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<td style="text-align: center;">
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maxplayer
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</td>
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<td>
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If specified, the server will skip the map, if more than allowed
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players are connected at time of game start.
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</td>
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</tr>
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</table>
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<p>
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Minplayer and maxplayer numbers are only checked when a new game is picked from
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the map rotation. If the player number changes during gameplay, no action will
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be taken.
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</p>
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<p>
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Example:
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</p>
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<pre xml:space="preserve">
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// server side maprotations
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// WARNING: You can NOT use CubeScript in there
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// use the following scheme:
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// map:mode:time:allowVote
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// Use the following scheme...
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// map:mode:time:allowVote[:minplayer[:maxplayer]]
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// map will be skipped, if minplayer/maxplayer requirements are failed
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// tdm
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ac_complex:0:10:1
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@@ -66,57 +139,69 @@
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// ctf
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ac_mines:5:10:1
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ac_depot:5:10:1
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</pre>
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<p>
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The first line, <span class="code">ac_complex:0:10:1</span>, means, the map <i>ac_complex</i>
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is played in mode 0 (Team Deathmatch) for 10 minutes. The connected players are
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allowed to vote.
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</p>
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<h1>
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Administration</h1>
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<h2>
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Cheating</h2>
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<p>
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Cheating is a problem that can't be solved entirely. AssaultCube is opensource,
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so everyone that knows how to compile it can easily modify the source to do whatever
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he wants, thats the problem of opensource games. The fact that the whole game logic
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is client-side, to save a lot bandwith, makes it even easier to cheat. There is
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no way to avoid this abuse.
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</p>
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<h2 id="serveradmin">
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Server Admin</h2>
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<p>
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There is a client role a player can claim called <i>admin</i>. It can be claimed
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by the real owner of a server to take control over what is happening when they are
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present. Claiming admin state requires a password that matches the server configuration.
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</p>
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<p>
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Related commands:
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</p>
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<ul>
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<li><a href="reference.xml#identifier_setadmin" shape="rect">setadmin</a> - become admin
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on a server </li>
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<li><a href="reference.xml#identifier_connectadmin" shape="rect">connectadmin</a> -
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connect to a server and become admin </li>
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<li><a href="reference.xml#identifier_giveadmin" shape="rect">giveadmin</a> - gives
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the master state to a player </li>
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</ul>
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<p>
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Use the <span class="code">setadmin</span> command to claim admin if you are already
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connected to a sever. However if you are locked out of your own server because you
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are banned, master mode is private or because all client slots are taken, you can
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use the <span class="code">connectadmin</span> command to get control back though.
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If you want to leave the server in the hands of a certain player <span class="code">
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giveadmin</span> can be used to give control to a honest player.
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</p>
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<p>
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The admin password is configured using the <a href="startup.html" shape="rect">-x command-line
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option</a>.
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</p>
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</pre>
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<p>
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The first line, <span class="code">ac_complex:0:10:1</span>, means, the map
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<i>ac_complex</i> is played in mode 0 (Team Deathmatch) for 10 minutes. The
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connected players are allowed to vote.
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</p>
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<h1>
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Administration
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</h1>
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<h2>
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Cheating
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</h2>
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<p>
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Cheating is a problem that can't be solved entirely. AssaultCube is opensource,
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so everyone that knows how to compile it can easily modify the source to do
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whatever he wants, thats the problem of opensource games. The fact that the
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whole game logic is client-side, to save a lot bandwith, makes it even easier
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to cheat. There is no way to avoid this abuse.
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</p>
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<h2 id="serveradmin">
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Server Admin
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</h2>
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<p>
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There is a client role a player can claim called <i>admin</i>. It can be
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claimed by the real owner of a server to take control over what is happening
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when they are present. Claiming admin state requires a password that matches
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the server configuration.
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</p>
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<p>
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Related commands:
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</p>
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<ul>
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<li>
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<a href="reference.xml#identifier_setadmin" shape="rect">setadmin</a> -
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become admin on a server
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</li>
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<li>
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<a href="reference.xml#identifier_connectadmin" shape=
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"rect">connectadmin</a> - connect to a server and become admin
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</li>
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<li>
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<a href="reference.xml#identifier_giveadmin" shape="rect">giveadmin</a> -
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gives the master state to a player
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</li>
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</ul>
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<p>
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Use the <span class="code">setadmin</span> command to claim admin if you are
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already connected to a sever. However if you are locked out of your own server
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because you are banned, master mode is private or because all client slots are
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taken, you can use the <span class="code">connectadmin</span> command to get
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control back though. If you want to leave the server in the hands of a certain
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player <span class="code">giveadmin</span> can be used to give control to a
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honest player.
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</p>
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<p>
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The admin password is configured using the <a href="startup.html" shape=
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"rect">-x command-line option</a>.
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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</body>
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</html>
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